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.
Centurion
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.
Galaxy
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.
Orion
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.
Tarsus
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.
Talon
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.
Gladius
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.
Demon
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.
Drayman
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.
Stiletto
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.
Broadsword
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.
Paradigm
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.
Dralthi
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 com-bat, 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.
Gothri
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.
Kamekh
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.
Retro Prototype
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.
Steltek Scout
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.
Steltek Drone
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!


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