by Privateer Ferrius on Mon Mar 20, 2006 6:38 pm
Since it seems to be an 'in-demand' topic (and why not?) I figured I'd go out and try to make a comphrehnsive guide to the various ships available in Confederate (and Kilrathi) space.
This guide will be updated as I track down various ships, and is ordered by price. It includes all available and pertinenant non-classified specifications for the ships, as well.
Tarsus (20,000 credits)
Class: Civillian Scout
Max Velocity: 300 kps
Acceleration: Average
Maximum Afterburn Velocity: 600 kps
Maximum Yaw/Pitch/Roll: 77/71/77 degrees/s
Gun Hardpoints:
2x LIGHT MEDIUM
Missile Hardpoints:
2x LIGHT MEDIUM HEAVY
Spec. Cargo Hold: 100 units
Manufacturer: New Detroit, Terran Confederation (Depreciated vessel: no longer mass produced)
Sources: Most backwater worlds, asteroid mining colonies, refineries
A standard exploration craft, the Taursus is the ship that most fledgling Privateers start with. It's one virtue is it's easy availablity and it's rather quickly and easily retrofitted with new components. You can find it in many backwater merchant worlds and agricultural worlds, where it's cheap cost makes it a common choice.
Demon (125,000 credits)
Class: Light Fighter
Max Velocity: 450 kps
Acceleration: Very Good
Maximum Afterburn Velocity: 1200 kps
Maximum Yaw/Pitch/Roll: 140/140/140 degrees/s
Gun Hardpoints:
2x LIGHT
2x LIGHT MEDIUM HEAVY
Missile Hardpoints:
1x LIGHT MEDIUM HEAVY
Spec. Cargo Hold: 20 units
Manufacturer: New Detroit
Sources: Military worlds, military bases, worlds with a large shipbuilding industry
Some mercenaries prefer a lighter, more nimble craft than the Centurion. This ship is for them. Despite having less armor and missile capacity than the Centurion, its four guns in a tight box formation give it unmatched firepower, and it can dodge or outrun anything except Confed or Kilrathi light fighters. However, the Demon isn't available to just anybody--you first have to prove to the Mercenaries' Guild that you've got the right stuff--which mainly entails kicking a lot of mercenary butt in Palan system.
Note: The original Privateer version of the Demon had a 1x10 proton torpedo mount. At the time of this writing, the remake does not.
Galaxy (150,000 credits)
Class: Merchant Marine
Max Velocity: 300 kps
Acceleration: Average
Maximum Afterburn Velocity: 750 kps
Maximum Yaw/Pitch/Roll: 95/88/95 degrees/s
Gun Hardpoints:
2x LIGHT MEDIUM HEAVY
2X TURRET
Missile Hardpoints:
2x LIGHT MEDIUM HEAVY
Spec. Cargo Hold: 150 units
Manufacturer: New Detroit
Sources: Worlds with large merchant marine volume
A powerful merchie hauler, the Galazy is a common choice of long-haul cargo haulers, due to it's weapons payload capacity. A lot of mining bases keep these haulers handy for aspiring merchant marines, and anywheres where there's a decent volume of commerce, you can find yourself a Galaxy.
Centurion (200,000 credits)
Class: Heavy Fighter
Max Velocity: 500 kps
Acceleration: Very Good
Maximum Afterburn Velocity: 1000 kps
Maximum Yaw/Pitch/Roll: 133/124/133 degrees/s
Gun Hardpoints:
5X LIGHT MEDIUM HEAVY
Missile Hardpoints:
2x LIGHT MEDIUM HEAVY
Spec. Cargo Hold: 50 units
Manufacturer: New Detroit, Border Worlds (Militia forces)
Sources: Military worlds, Military bases, Worlds with a large shipbuilding industry, Border Worlds
The workhorse of the guns-for-hire, the Centurion is a highly maneouverable fighter with a sizable weapons payload. A standard non-milspec fighter, you can find it in anywhere with a decent shipbuilding market.
Orion (???,??? credits)
Class: Heavy Fighter
Max Velocity: 350 kps
Acceleration: Average
Maximum Afterburn Velocity: 800 kps
Maximum Yaw/Pitch/Roll: 86/86/86 degrees/s
Gun Hardpoints:
2X LIGHT MEDIUM HEAVY
2X TURRET
Missile Hardpoints:
1x LIGHT MEDIUM HEAVY
Spec. Cargo Hold: 50 units
Manufacturer: New Detroit
Sources: Military Worlds, Military Bases
The only non-milspec gunship available to the public, this fighter is the vessel of choice for many bounty hunters and privateers who frequent Kilrathi space. The payload capacity of this fighter is it's biggest asset - it can contain a simply devestating amount of firepower. The only civvie ship that is more threatening is the cap, Drayman. Many shipbuilding worlds keep these heavy fighters in stock, due to the high demand for bounty hunters.
Drayman* (???,???,??? credits)
Class: Transport
Max Velocity: 150 kps
Acceleration: Poor
Maximum Afterburn Velocity: N/A
Maximum Yaw/Pitch/Roll: 36/36/36 degrees/s
Gun Hardpoints:
Unknown number of turrets
Missile Hardpoints:
Unknown number of capship missile tubes
Spec. Cargo Hold: No Data Available
Manufacturer: New Detroit, Terran Confederation
Sources: Worlds with large merchant marine volume
A civvie yacht with considerable cargo capacity, it is the most common capital ship in known space. It packs some heavy heat, but doesn't compare to any other capital ship. The drayman can defend itself effectively, but isn't a frontline-worthy cap ship by any regard. You can find the odd Drayman for sale on Oxford and other worlds, but only after making a bit of a name for yourself - no responsible ship dealer is going to put a cap in the hands of some nobody.
*: this is for the overhauled second variant of the Drayman. The much earlier craft of the same name had a much different design and configuration.
If you have any insights yourself, I invite you, please do comment. I'll be adding to this main post as I retrace my steps for other ships, and also with the comments of other Privateers.
Last edited by
Privateer Ferrius on Wed Mar 29, 2006 12:51 pm, edited 6 times in total.
Cmdr. Micheal Ferrius (Ret.)
Retired Confederate Pilot
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