The Centurion is the most powerful heavy fighter you can
purchase. This ship is fast, maneuverable and can pack
some serious fire power. It's drawback are it's limited
cargo space and high price. 

Price: 
200,000 credits 
Max Velocity: 
500 kps 
Afterburn: 
1000 kps 
Acceleration: 
250 kps² Excellent 
Max Yaw/Pitch/Roll:

72 / 72 / 72 dps 
Shield: 
Fore: 20 cm equiv.
Aft: 20 cm equiv. 
Armor: 
Fore: 20 cm equiv.
Aft: 15 cm equiv.
Right: 15 cm equiv.
Left: 15 cm equiv. 
Max Upgrades: 
Lv 3 engine, Lv 3 shield

Turrets: 
Rear 
Weapon Racks: 
4 guns, 2 weapons 
Cargo Hold: 
50 units, no cargo
expansion 


The Galaxy is a heavy merchant ship, built with a large
cargo hold and few weapon racks. Equiped with two turrets
on the top and bottom, this ship's weapons were installed
primarily for defensive purposes. 

Price: 
150,000 credits 
Max Velocity: 
300 kps 
Afterburn: 
750 kps 
Acceleration: 
150 kps² Avg. 
Max Yaw/Pitch/Roll:

55 / 55 / 55 dps 
Shield: 
Fore: 20 cm equiv.
Aft: 20 cm equiv. 
Armor: 
Fore: 25 cm equiv.
Aft: 20 cm equiv.
Right: 17.5 cm equiv.
Left: 17.5 cm equiv. 
Max Upgrades: 
Lv 3 engine, Lv 3 shield

Turrets: 
Top, Bottom 
Weapon Racks: 
2 guns, 2 weapons 
Cargo Hold: 
150 units, 225 with
cargo expansion 


This ship is the most durable ship in the systems. It
can carry the most armor and shields, at the cost of maneuverability.
A strong and sturdy ship popular with mercenaries. 

Price: 
75,000 credits 
Max Velocity: 
350 kps 
Afterburn: 
800 kps 
Acceleration: 
150 kps² Avg. 
Max Yaw/Pitch/Roll:

40 / 40 / 40 dps 
Shield: 
Fore: 50 cm equiv.
Aft: 50 cm equiv. 
Armor: 
Fore: 48 cm equiv.
Aft: 50 cm equiv.
Right: 35 cm equiv.
Left: 35 cm equiv. 
Max Upgrades: 
Lv 5 engine, Lv 5 shield

Turrets: 
Rear 
Weapon Racks: 
2 guns, 1 weapon 
Cargo Hold: 
50 units, 75 with cargo
expansion 


The Tarsus used to be the mainstay of the Exploratory
Services fleet, and is now popular among the general public.


Price: 
50,000 credits 
Max Velocity: 
300 kps 
Afterburn: 
600 kps 
Acceleration: 
150 kps² Avg. 
Max Yaw/Pitch/Roll:

55 / 55 / 55 dps 
Shield: 
Fore: 10 cm equiv.
Aft: 10 cm equiv. 
Armor: 
Fore: 10 cm equiv.
Aft: 10 cm equiv.
Right: 8 cm equiv.
Left: 8 cm equiv. 
Max Upgrades: 
Lv 1 engine, Lv 2 shield

Turrets: 
None 
Weapon Racks: 
2 guns, 2 weapons 
Cargo Hold: 
100 units, 150 with
cargo expansion 


The Talon is widely used by many different organizations
in the universe. The ship has relatively little armor,
but the ships loadout usually includes Heat Seeking missles
 which can be dangerous to any ship. 

Class: 
Militia Light Fighter

Length: 
12 meters 
Mass: 
14 metric tonnes 
Max Velocity: 
400 kps 
Afterburn: 
1000 kps 
Acceleration: 
220 kps² Avg. 
Max Yaw/Pitch/Roll:

72 / 72 / 72 dps 
Shield: 
Fore: 9 cm equiv.
Aft: 9 cm equiv. 
Armor: 
Fore: 10 cm equiv.
Aft: 9 cm equiv.
Right: 8 cm equiv.
Left: 8 cm equiv. 
Guns: 
2 Mass Driver Cannons,
1 Particle Cannon 
Missiles: 
2 HS 


The Gladius combines good velocity and acceleration with
an effective and varied array of weapons. Its torpedoes
make it an effective fighter for combat against capital
ships. With its fairly strong blaster loadout and HS missiles,
the Gladius is a versatile dogfighting space craft. Due
to its maneuverability, it is hard to target the one accurately,
but a few targeted hits can easily pass through it's weak
shields. 

Class: 
Militia Light Fighter

Length: 
8 meters 
Mass: 
15 metric tonnes 
Max Velocity: 
400 kps 
Afterburn: 
1000 kps 
Acceleration: 
220 kps² Avg. 
Max Yaw/Pitch/Roll:

72 / 72 / 72 dps 
Shield: 
Fore: 12 cm equiv.
Aft: 12 cm equiv. 
Armor: 
Fore: 14 cm equiv.
Aft: 10 cm equiv.
Right: 8 cm equiv.
Left: 8 cm equiv. 
Guns: 
2 Laser Cannons, 1 Particle
Cannon 
Missiles: 
2 HS, 8 Torpedoes 


The Demon combines high velocities and powerful acceleration
with a wide array of deadly weapons. Its torpedo loadout
can take out capital ships like the Kamekh or Paradigm
with relative ease. If you are forced to fight the Demon
in a close dogfight, try to make a side attack on that
location’s weak armor. 

Class: 
Bounty Hunter Light
Fighter 
Length: 
12 meters 
Mass: 
14 metric tonnes 
Max Velocity: 
450 kps 
Afterburn: 
1200 kps 
Acceleration: 
200 kps² Avg. 
Max Yaw/Pitch/Roll:

72 / 72 / 72 dps 
Shield: 
Fore: 12 cm equiv.
Aft: 12 cm equiv. 
Armor: 
Fore: 14 cm equiv.
Aft: 12 cm equiv.
Right: 9 cm equiv.
Left: 9 cm equiv. 
Guns: 
2 Laser Cannons, 2 Meson
Cannons 
Missiles: 
2 HS, 10 Torpedoes 


The Drayman is one of the most basic merchant ships you
are likely to encounter in the Gemini Sector. This spacecraft
is suitable for carrying cargo, but it is also extremely
vulnerable to attack. With poor acceleration, slow max
velocity and no afterburner power, this vessel can hardly
hope to evade any predator eager to take over some cargo. 

Class: 
Merchant Ship 
Length: 
96 meters 
Mass: 
2000 metric tonnes 
Max Velocity: 
150 kps 
Afterburn: 
 
Acceleration: 
20 kps² Avg. 
Max Yaw/Pitch/Roll:

10 / 10 / 10 dps 
Shield: 
Fore: 30 cm equiv.
Aft: 30 cm equiv. 
Armor: 
Fore: 35 cm equiv.
Aft: 30 cm equiv.
Right: 28 cm equiv.
Left: 28 cm equiv. 
Guns: 
2 Meson Cannons 
Missiles: 
None 


The Stiletto is the fastest ship in the Confederation
fleet. With an afterburner velocity of 1400 kps and excellent
maneuverability, it can evade even the swiftest Kilrathi
fighters. The Stiletto’s weakness lies in its extremely
flimsy armor and relatively light weapons loadout. 

Class: 
Confederation Light
Fighter 
Length: 
14 meters 
Mass: 
12 metric tonnes 
Max Velocity: 
500 kps 
Afterburn: 
1400 kps 
Acceleration: 
250 kps² Avg. 
Max Yaw/Pitch/Roll:

85 / 85 / 85 dps 
Shield: 
Fore: 8 cm equiv.
Aft: 8 cm equiv. 
Armor: 
Fore: 9 cm equiv.
Aft: 8 cm equiv.
Right: 7 cm equiv.
Left: 7 cm equiv. 
Guns: 
2 Mass Driver Cannons 
Missiles: 
2 HS 


The Broadsword is a commonly encountered Confederation
fighter. It is equipped with a deadly array of blasters
and several HS and FF missiles, which pose a severe threat
to any enemy that ventures to cross its path. The Broadsword’s
main weaknesses lie in its slow speed, low maneuverability
and limited acceleration powers.A side attack on the weaker
port and starboard armor is advisable. 

Class: 
Confederation Bomber

Length: 
36 meters 
Mass: 
80 metric tonnes 
Max Velocity: 
350 kps 
Afterburn: 
 
Acceleration: 
150 kps² Avg. 
Max Yaw/Pitch/Roll:

55 / 55 / 55 dps 
Shield: 
Fore: 25 cm equiv.
Aft: 25 cm equiv. 
Armor: 
Fore: 25 cm equiv.
Aft: 25 cm equiv.
Right: 20 cm equiv.
Left: 20 cm equiv. 
Guns: 
3 Mass Driver Cannons,
2 Laser Turrets, 1 Particle Turret 
Missiles: 
6 FF, 3 HS 


The Paradigm is one of the Confederations most advanced
destroyers. Featuring almost impregnable armor and shields,
it more than compensates for its lack of speed and maneuverability.
The Paradigm also has a deadly array of weapons at its
disposal, making an attack of any sort extremely dangerous.
It carries an astonishing variety of blasters, ranging
from meson blasters to ionic pulse cannon. 

Class: 
Confederation Destroyer

Length: 
150 meters 
Mass: 
1600 metric tonnes 
Max Velocity: 
200 kps 
Afterburn: 
 
Acceleration: 
20 kps² Avg. 
Max Yaw/Pitch/Roll:

25 / 25 / 25 dps 
Shield: 
Fore: 80 cm equiv.
Aft: 80 cm equiv. 
Armor: 
Fore: 80 cm equiv.
Aft: 50 cm equiv.
Right: 65 cm equiv.
Left: 65 cm equiv. 
Guns: 
1 IonicPulseCannon,
2 MesonCannons, 2 TachyonCannons, 3 MassDriverTurrets,
3 LaserTurrets 
Missiles: 
1 HS, 2 IR, 10 DF 


Kilrathi fighters emphasize high velocity and maneuverability.
Similar to the Gothri, the Dralthi is designed in precisely
this manner. Excellent acceleration powers, powerful afterburners
and high velocities allow a Kilrathi pilot to close in
on his kill quickly and efficiently. This ship’s blaster
loadout is relatively weak. Even though the Dralthi carries
several missiles, Dumb Fires are more easily avoided than
guided missile systems. 

Class: 
Kilrathi Light Fighter

Length: 
12 meters 
Mass: 
14 metric tonnes 
Max Velocity: 
400 kps 
Afterburn: 
1000 kps 
Acceleration: 
250 kps² Avg. 
Max Yaw/Pitch/Roll:

80 / 80 / 80 dps 
Shield: 
Fore: 14 cm equiv.
Aft: 14 cm equiv. 
Armor: 
Fore: 15 cm equiv.
Aft: 13.5 cm equiv.
Right: 12 cm equiv.
Left: 12 cm equiv. 
Guns: 
3 Laser Cannons 
Missiles: 
3 DF 


The Kilrathi Gothri can pose a very real threat to any
ship in the Gemini Sector. With its impressive acceleration,
it can reach high velocities. When you are facing a Gothri
in combat, you should concentrate on its weak armor.
A few well placed concentrated bursts of gunfire can severely
damage this fighter. However, the Gothri is very maneuverable,
which makes it hard to close in on. 

Class: 
Kilrathi Medium Fighter

Length: 
14 meters 
Mass: 
16 metric tonnes 
Max Velocity: 
450 kps 
Afterburn: 
1200 kps 
Acceleration: 
220 kps² Avg. 
Max Yaw/Pitch/Roll:

72 / 72 / 72 dps 
Shield: 
Fore: 16 cm equiv.
Aft: 16 cm equiv. 
Armor: 
Fore: 17.5 cm equiv.
Aft: 17.5 cm equiv.
Right: 15 cm equiv.
Left: 15 cm equiv. 
Guns: 
2 Mass Driver Cannons,
2 Particle Cannons, 1 Laser Turret, 1 Meson Turret 
Missiles: 
1 DF, 1 FF, 3 IR 


This imposing capital ship with its strong armor and heavy weapons load out is one of the most impressively designed spacecraft in the Gemini Sector. The Kamekh is not only equipped with a sophisticated arsenal of guns ranging from meson blasters to plasma cannon, but it can also effectively down enemy ships with its multiple missiles. 

Class: 
Kilrathi Destroyer 
Length: 
140 meters 
Mass: 
1500 metric tonnes 
Max Velocity: 
300 kps 
Afterburn: 
 
Acceleration: 
20 kps² Avg. 
Max Yaw/Pitch/Roll:

25 / 25 / 25 dps 
Shield: 
Fore: 70 cm equiv.
Aft: 70 cm equiv. 
Armor: 
Fore: 70 cm equiv.
Aft: 40 cm equiv.
Right: 55 cm equiv.
Left: 55 cm equiv. 
Guns: 
1 Ionic Pulse Cannon,
2 Meson Cannons, 2 Tachyon Cannons, 2 Plasma Turrets,
4 Laser Turrets 
Missiles: 
1 HS, 2 IR, 10 DF 


Sold to the Retros by a Kilrathi captain, these are all outfitted with the stolen Steltek gun in Righteous Fire. These things are tough, especially with over 5 of them at once in the Eden system. Watch out for their shots  even though the power of the Steltek cannon has been been lowered since the original Privateer missions, it can still shred you to pieces quickly enough. The cannons are about a third as powerful. 

Class: 
Stolen Kilrathi Ship
(unknown) 
Length: 
? 
Mass: 
? 
Max Velocity: 
? 
Afterburn: 
? 
Acceleration: 
Excellent 
Max Yaw/Pitch/Roll:

Excellent 
Shield: 
? 
Armor: 
? 
Guns: 
2 Type I Steltek Cannons,
2 Turreted Type 2 Steltek Cannons 
Turret: 
Rear 
Battle Tactics:
These ships are fast and outfitted with good guns, but
the Retro pilots are terrible. Barrage them with gunfire,
then fire several missiles to finish them off. Caution:
watch out for the Steltek gunfire, it can be very damaging.


Enroute to the ambush site for the Steltek Drone, you
will meet this remnant of Steltek civilization. After
talking, the Steltek pilot will upgrade your Type 1 Steltek
gun to Type 2, giving it enough power to destroy the Drone.
In return, you should give him the location of the Steltek
Derelict. 

Class: 
Steltek Scout / Patrol
Craft 
Length: 
? 
Mass: 
? 
Max Velocity: 
550 kps. 
Afterburn: 
? 
Acceleration: 
Excellent 
Max Yaw/Pitch/Roll:

Excellent 
Shield: 
? 
Armor: 
? 
Guns: 
4 Steltek Type 2 Cannons,
6 Turreted Steltek Type 2 Cannons 
Turret: 
Top, bottom, rear 
Battle Tactics:
No combat, you need to speak with the ship and agree to
destroy the drone (and get the upgraded Steltek Type 2
gun). If, for some reason, you destroy this ship, you
will constantly be followed by an invincible Steltek Drone
and hunted by the Confed / Militia forces for being a
traitor (better reload an earlier game!). 

A guardian left by the Steltek race, the drone was designed
to guard  and destroy if needed  any relics of the civilization
that were left undestroyed. After retrieving the Steltek
Type 1 gun from the Derelict, the drone will chase you,
killing everything in its path. 

Class: 
Steltek Heavy Guardian

Length: 
? 
Mass: 
? 
Max Velocity: 
550 kps. 
Afterburn: 
? 
Acceleration: 
Excellent 
Max Yaw/Pitch/Roll:

Excellent 
Shield: 
? 
Armor: 
? 
Guns: 
4 Steltek Type 2 Cannons,
6 Turreted Steltek Type 2 Cannons 
Turret: 
Top, bottom, rear 
Battle Tactics:
The shielding is Steltek technology, so neither the Confed
guns nor your normal guns will harm it. Use the Steltek
Type II gun carefully (you can only fire a few shots on
a full tank) to weaken the shields, then you can let loose
with everything on the armor. If you don't have the Steltek
Type II guns ... run! 
