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Crossfire

This Forum is for the various SWAT Protal Projects including Crossfire (FL Mod), Blaster Universe (FL Mod), Starlancer: The Sol War (new game).

Post Tue Jul 31, 2007 5:10 am

Crossfire

What is Crossfire?

Crossfire is the most complex mod for Freelancer. It was designed to show what possibilities and features are still possible in Freelancer.
Crossfire has very advanced graphic & sound settings which will make the gameplay much more interesting. The gameplay is very balanced and challenging.
Additionally you will able to explore over 60 additional systems with more than 100 dockable stations and planets. Clans are able to buy their own clansystems and manage those like they want.
There are high profitable traderoutes which change due a dynamic economy. Also the world of Crossfire is changing alot since the mod is build to create random events such as invading Nomads and Dom'kavash or solar interferences which disturb the travel in some systems. Crossfire is an expanding world that is always in development. New systems appear and can get explored. New ships are build. New equipment is going to be developed. Everything is changing to guarantee a long time of pleasure and action.
The Crossfire mod comes along with very special featues which isn't very surprising because since years it is the Crossfire mod and its development team which introduced a very high amount of new features and concepts to the Freelancer community.

The Crossfire server (24/7 SWAT Crossfire) is one of the most active Freelancer Servers out there. It is a very cool RP server with various of the traditional Roleplay types such as being Police, Pirate, Trader, Smuggler, Merc or Military. Beside this traditional Roleplay the Crossfire server offers another very big and favorite Roleplay variation called ASF vs CSF. Two opposing factions which fight each other at all costs. The server automatically notices roleplay activities and calculates the scores between those factions. Depending on how the fights did develop it is possible that the systems automatically change their ownership from ASF to CSF or from CSF to ASF.

The Crossfire mod itself comes along with the most advanced cheat protection that has been developed for Freelancer. Also our serversided tools are very special and offer many new features for the players.
It doesn't surprise that the last version of Crossfire has been downloaded more than 32.000 times on the SWAT Portal and about 75.000 times on Lancersreactor so far.

Link: www.crossfire.swat-portal.de
Moddb link: http://mods.moddb.com/5904/crossfire/

Storyline:

Chapter 1

A few months ago a Rheinland explorer found a new Jumpgate to a hidden system in Omicron Alpha. When they entered this system the first time they were shocked. It was the main reason for the rising Nomad activities in the whole Sirius sector. Containing one planet and over 20 Jumpgates to Nomad systems, Liberty systems, Borderworld systems and many unknown systems it's a major threat for all houses. Rheinland, Liberty, Kusari and Bretonia decided to send their fleets to get this system under their control. But the nomads were already waiting for them... hundreds of ships got destroyed and the whole Kusari fleet is still missing after they were chasing a Nomad battleship. But finally it was a victory and the Nomads had to leave. Because of this massive fight above the planet it is now called Crossfire. A few weeks after this important victory the houses decided to colonize the unknown systems. But because of the Outcast in the neighbourhood these stations and planets are under permanent attack.

Chapter 2

Incoming transmission from the Kusari Fleet: "We are under attack by nomad forces... we need help our position is 12.*)"§12*33... who ever can hear this please help us" The Kusari Fleet is still out there and under attack by nomad battleships and gunboats. The Fleets spread out to find a hidden system called Death Valley and to rescue the Kusari. Meanwhile in the Nephele System a new Sleepership was found which looks the same way the old alliance sleeperships looked like. Scientists entered the wreck to explore it and to have a look at the ship database. "Russian language?!?!... it's a coalition ship"

Chapter 3

The nomad battle: Even with reinforcements coming to Death valley the Kusari are not able to destroy the Nomad armada... the fights already last several weeks now. Only a single Kusari fighter has found a way through the blockade in Death Valley and managed to deliver a disk which was found in an unknown wreck to the security forces on Planet Crossfire. Local scientist analize the datafiles now. The Sleepership: This ship has a coalition origin.. but what is it doing here? It is allready a few hundred years old and it seems like it got attacked. Maybe the database is showing more information and maybe some guys in the new systems have heard some rumours.

Chapter 4

A way to our old home, the earth, has been found again but there is no life anymore. The colonies are destroyed, earth is empty and everything looks like the nomads have something to do with it. The houses try to recolonize the sol system now and find out what has been going on. Maybe the databases of the old science centers on earth can tell us more about the history of sol and where the missing coalition fleet is.

Chapter 5

The Coalition, we never thought that we would see them again but we were wrong. Before Earth got destroyed they managed to launch their three sleeperships. Two of them have found their way to the Altair sector and now we are at war with them again. Will this never end?

Chapter 6

The return of the Dom'Kavash was a heavy strike back for the Coalition and the houses of Sirius. The Dom'Kavash territory is growing with the support of the Nomads and Coalition is close to a destruction. Nobody knows where those ships come from or how to survive their attacks. We have only one chance... forget the rivalities of the past and unite with the Coalition and fight together. This is the only way to survive the biggest threat that the mankind has seen.

Chapter 7

Not long ago a giant fleet of Coalition ships broke through a heavy Dom'Kavash blockade and discovered a hidden hypergate. A large group of fighters entered this hypergate but never returned. What is on the other side? This is a question that hardly can be answered. All tries to through failed and Dom'Kavash motherships constantly jump through this gate to Altair. Only the united forces of the houses and the coalition might be able to find out what is going on there.



Crossfire 1.7 Features:

* Spining planets
* New graphical weapon effects
* New graphical system effects
* New graphical engine effects
* Playerlooting on freighters (good for pirates)
* News on all stations
* Players will start with 150.000$ in MP and SP
* New intro
* New Introscripts
* New music tracks for systems and bars
* New sounds for equipment & weapons
* New sounds for planet surfaces
* New costume for Trent
* Massive explosion / weapon enhancements.Harder NPCs
* Regenerating shields
* NPCs use nanobots and shieldbateries
* Liberty battleship encounters
* Bretonia battleship encounters

Edited by - SWAT_OP-R8R on 8/4/2007 6:40:01 AM

Post Wed Aug 01, 2007 12:08 am

* Rheinland battleship encounters
* Nomad encounters
* Harder Nomads
* Nomads use cruise disruptors and torpedos
* 20 Clansystems (clans can buy/rent them)
* More than 60 new systems
* More than 190 new ships
* More than 100 new stations/planets
* Massive explosion / weapon enhancements
* Anubis Fighter
* New start-/menuscreens
* Font changes
* AntiCheat detection
* New Startup-Screens
* New Startup-Music
* New Skins for the Ships
* More collision damage
* 10 times more loot (good for traders)
* Asteroids have way more loot
* Rank 100 possible
* Cruise speed is set to 450
* Ships drop more loot
* NPC AI increased
* Shipclass specific speeds added
* Crossfire Datafiles added
* Coalition WarpGates added
* Gate effects changed
* You can choose from two different eagle skins
* New rumors on the new stations/planets
* New wrecks for the new systems
* New effects for Tizona del Cid
* 47 new NPC Ships
* New Missions
* Armor available (upto 100% stronger hull)
* Subtargeting system added
* Advanced movement system added
* Elder Forward Gun
* Phoenix Project Cannon
* Adv. ASF/CSF-Licence available
* Adv. Police Licence available
* Adv. Pirate Syndicate Licence available
* Adv. Mercenary Licence available
* Adv. Smugglers Syndicate Licence available
* Mosquito Cruise disruptor available
* Coalition Turret available
* Dual minedropper available
* 3 new weight reducers available
* Light Tractor Beam available
* Medium Tractor Beam available
* Heavy Tractor Beam available
* Scanner available
* Deep Scanner available
* Adv. Deep Scanner available
* Subspace Scanner available
* Adv. Subspace Scanner available
* Titanium Container available
* Berylium Container available
* Iridium Container available
* Cobalt Container available
* Zinc Container available
* Carbon Container available
* Barium Container available
* Power Generator MK I available
* Power Generator MK II available
* Power Generator MK III available
* Power Generator MK IV available
* Power Generator MK V available
* ARCHANGEL MKII available
* BLOODSTONE MKII available
* BLUE BLAZE MKII available
* CEREBUS MKII available
* DARK BLOSSOM MKII available
* DIAMONDBACK MKII available
* GOLDEN BLADE MKII available
* GUARDIAN MKII available
* IRON HAMMER MKII available
* JADE MKII available
* ONYX MKII available
* PROMETHEUS MKII available
* SILVERFIRE MKII available
* THOR'S HAMMER MKII available
* WILDFIRE MKII available
* Coalition Sleeperships
* New universe map
* New system map
* Recolored and restructured Interface
* New cursors
* Ingame credits added (options/credits)
* New commodities (VIPs, Prisoners, Datadisks, Whiskey, Coffee, Tabacco, Crystals, Chemical Components, Sol Artifacts)
* New Stories ("DeathValley", "Hunt for Jack Blinch"
* 23 new wrecks
* 79 new depots
* Dimensional Rifts
* Big nomad base
* Admin station (only usable by Admins + Serverpolice)
* Burning wrecks
* Coalition HQ
* Coalition missile satellites
* Coalition gun satellites
* DarkReign Ioncannons
* Boridin Station
* Higher details on visual effects and objects in space
* ASF Faction
* CSF Faction
* Coalition Faction
* The Order Faction
* Dom'Kavash Faction
* Havoc Missiles available
* Cataclysm Missiles available
* Nemesis Missiles available
* Clan banners for BG, DC, PiA, DaD, LP, FALLEN and CFPD available
* Helium Polymer Thruster available
* Xenon Thruster available
* Hydroxin Thruster available
* Shield Upgrade MK I
* Shield Upgrade MK II
* Shield Upgrade MK III
* Shield Upgrade MK IV
* Shield Upgrade MK V
* Shield Upgrade MK VI
* Shield Upgrade MK VII
* Shield Upgrade MK VIII
* Shield Upgrade MK IX
* Shield Upgrade MK X
* Viewrange limit deactivated
* Protection from Beamweapon Mod available
* Protection from Ubershield Mod available
* Protection from Adv.Beamweapon Mod available
* Speedmod Protection available
* 61 blackmarket commodities available
* Collapser Gun available
* Gatling Plasma Cannon available
* Gattling Laser available
* Laser Cannon available
* Messon Blaster available
* Neutron Particle Gun available
* Nova Cannon available
* Proton Cannon available
* Pulse Cannon available
* Tachyon Cannon available
* Vulcan Battery available
* Banshee Missile Launcher available
* Hawk Missile Launcher available
* Havok Missile Launcher available
* Imp Missile Launcher available
* Jackhammer Missile Launcher available
* Raptor Missile Launcher available
* Vagabond Missile Launcher available
* Screamer Missile Launcher available
* Solomon Missile Launcher available
* Adv. Battleship turrets available
* 5 new EMP mines available
* 15 new Cockpits available
* Several new Story elements (Quests)
* Omicron Minor <-> Nomad Lair jumphole unlocked
* Omicron Minor <-> Outer Dyson jumphole unlocked
* Magellan <-> Leeds jumphole unlocked
* Omega-3 <-> Cambridge jumphole unlocked
* Manhattan <-> Manhattan jumphole unlocked
* Frankfurt <-> Hamburg jumphole unlocked
* New rumours and bribes on stations
* More realistic prices for bribes
* Splash damage for all ships (depending on their size)
* Warp buoys available
* Holographic docking rings available
* 3 custom cityscapes available
* 11 custom station rooms available
* Optional choice between normal SP or OpenSP available
* Character selector (for SP and MP) available
* Music selector available
* Juni outfit selector available
* HUD selector available
* Introscript selector (12 different scripts available)
* Extremly increased AI for specific factions like The Order, Coalition, ASF, CSF
* 17 Ship/Rank specific Escapepods (Engineer, Lifter Pilot, Miner Pilot, Liner Captain, Jailer, Transporter Captain, Ensign, Corporal, Sergeant, Major, Lieutenant, Figher Ace, Gunboat Commander, Cruiser Captain, Destroyer Captain, Battleship Captain, Admiral)
* 10 Custom Stations available
* Dom'Kavash transdimensional Gate available
* Holoprojector Concept available
* 3 new Uniforms for Characters
* Faction specific tradelanes
* 2 new nomad guns available
* 5 new Dom'Kavash weapons available
* Order Turret available
* Event stations available (dynamic mission targets)
* Datastorm blocker included
* 100% secure cheat protection included
* Lag Reduction Kit 1.4 included
* Crossfire dynamic mission system included (MP only)
* Adv. serverpatch included
* OP-R8R character created on Planet Blood
* Datastorm warning activated
* More difficult base assault missions
* Nomad base assault missions
* True distance shown on HUD (upto 1000k)
* Ship selling prices deduced to 50%
* visibility of weapon effects raised
* NPC spawn behaviour changed
* CF News Network integrated into news
* DK Annihilator added
* Dynamic Economy integrated (MP)
* Screenshot directory changed
* FL Compagnion blocked
* Dynamic clanlogos added
* CF LAUNCHER added
* Global List Server bypassed
* Price limits removed
* Holographic rules added to New York

New Systems:

* Custidian System available
* X-3043 System available
* Alaska System available
* Tohoku System available
* Omicron Minor System available
* Nomad Lair System available
* Dyson Sphere System available
* Outer Dyson Sphere System available
* Tarsus System available
* Vega System available
* Telosis System available
* Daedalus System available
* Helios System available
* Seltos System available
* Neophobos System available
* Vespus System available
* Regalis System available
* Casius System available
* Freeport 7 System available
* Arena System available (where players can have PvPs and tournaments)
* Wheel of Sirius System available
* Nephele System Available
* Enyo System Available
* Enigma System Available
* Sekar System Available
* Death Valley Available
* Hiruga System Available
* Hyperion System Available
* Sol System Available
* Inner Cloud System Available
* The Corridor System Available
* Far Point System available
* Sea of Shadows System Available
* Oasis System Available
* Midpoint Rift System Available
* Wanderer's Pont System Available
* Quantos System Available
* Purian Lake System Available
* Styx System available
* Coloseum System available (an event system)
* Tomsk System available
* Sovetskaya System available
* Yakutsk System available
* Vorkuta System available
* Mandar System available
* Gurm System available
* Gladius System available
* Kandiris System available
* Cube Arena available
* Hieron available
* Jokusuka available
* Spica available
* Pretoria available
* Tonga available
* Scotia available
* Menton available
* Lemnos available
* Mitra available
* Mira Ceti available
* Ptah available
* Lost Paradise available
* Planet Lost Paradise available
* Hyperspace available
* Unknown 3 available
* Unknown 4 available
* Unknown 5 available

Edited by - SWAT_OP-R8R on 8/4/2007 6:43:04 AM

Post Wed Aug 01, 2007 12:09 am

New Ships:


Ragnarok Gunship


Gun/Turret/Special Mounts: 6/2/1
Armor: 12600
Cargo Space: 360
Max Batteries/NanoBots: 71/71
Optimal Weapon Class: 9
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The 'Ragnarok' is a ship that blends the lines between Gunboat and Fighter. It is an Esthar design, a workhorse vessel designed to carry equipment and cargo; It's two huge engines producing a massive amount of thrust, and it's variable geometry giving it unparalleled manevuering for a ship of it's class. However, it's heavy armour, potent weapon systems and trademark gauss rifle lend it more than mere survivability, it can duke it out with the best of them and lend serious firepower to any wing or fleet it flies with. As a result this ship excels in a Command vessel role, capable of staying at the back of the fray lending punishing firepower without flinching.




Shroud
Guns/Turrets: 6/0
Armor: 9700
Cargo Holds: 130
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

Local scientists have found the plans of several historical ships. One of these Ships was the light fighter Shroud. It was not possible to decode all information about the historical weapons, engines and thrusters because somehow parts of these plans got lost. Therefore some engineers came with the idea to mount modern VHF equipment on this ship. The result is a very agile and deadly fighter.




KuM "Komodo Dragon" Very Heavy Fighter
Gun/Turret Mounts: 6/2
Armor: 12100
Cargo Space: 100
Max Batteries/NanoBots: 80/80
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

After the Nomad Wars, the Border World pirates began taking adcantage of the weakened state of the House police and military forces. Already under constant bombardement from the Blood Dragons and Golden Chrysanthemums, the Kusari Military drew upon the technology of some of their defeated invaders, and produced a new fighter to keep their economy and citizens safe.

The Komodo Dragon, just like its namesake, has a ferocious bite that will inflict certain death. Six forward-firing weapons and two 360 degree-firing turrets make sure of that. Powerful engines and good blancing keep the controls light, despited its bulk. All this combined with a generous cargo hold, make this a ship prepared not only to go into any battle, but also to stay and hold the front lines for as long as needed.




"CSV" Combat Service Vehicle
Gun/Turret: 2/1
Armor: 3200
Cargo Space: 100
Max Batteries/NanoBots: 34/34
Optimal Weapon Class: 6
Max. Weapon Class: 8
Additional Equipment: CM

Combat Service Vehicle (CSV)\n\nThe CSV is a ship specific to the Junkers and the Hogosha. Not generally considered a huge threat, it is used in their nearly continuous search for more salvage.




Soulforge Train

Gun/Turret: 0/6
Armor: 10500
Cargo Space: 5000
Max Batteries/NanoBots: 100/100
Optimal Weapon Class: N/A
Max. Weapon Class: N/A
Additional Equipment: none

The Train is used to transport large amounts of cargo aroud the houses of Sirius. Its vast hold is counterset by its poor defensive and manovrebility during flight, which means that although profit margins during trading are high... so are the risks of running the trade routes.




Wolverine
Guns/Turrets: 6/1
Armor: 12600
Cargo Holds: 140
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

Local scientists have found the plans of several historical ships. One of these Ships was the heavy fighter Wolverine. It was not possible to decode all information about the historical weapons, engines and thrusters because somehow parts of these plans got lost. Therefore some engineers came with the idea to mount modern VHF equipment on this ship. The result is a very powerful and deadly fighter with average agility.




Tempest
Guns/Turrets: 6/1
Armor: 13000
Cargo Holds: 120
Max Batteries/NanoBots: 63/63
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

Local scientists have found the plans of several historical ships. One of these Ships was the heavy fighter Tempest. It was not possible to decode all information about the historical weapons, engines and thrusters because somehow parts of these plans got lost. Therefore some engineers came with the idea to mount modern VHF equipment on this ship. The result is a very powerful and deadly but sluggish fighter.




Sai

Guns/Turrets: 6/1
Armor: 10200
Cargo Holds: 110
Max Batteries/NanoBots: 63/63
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

Local scientists have found the plans of several historical ships. One of these Ships was the heavy Sai fighter. It was not possible to decode all information about the historical weapons, engines and thrusters because somehow parts of these plans got lost. Therefore some engineers came with the idea to mount modern VHF equipment on this ship. The result is a very agile and deadly fighter.




Predator
Guns/Turrets: 6/1
Armor: 9100
Cargo Holds: 100
Max Batteries/NanoBots: 61/61
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

Local scientists have found the plans of several historical ships. One of these Ships was the light fighter Predator. It was not possible to decode all information about the historical weapons, engines and thrusters because somehow parts of these plans got lost. Therefore some engineers came with the idea to mount modern VHF equipment on this ship. The result is a very agile and deadly fighter.




Phoenix

Guns/Turrets: 6/1
Armor: 11300
Cargo Holds: 120
Max Batteries/NanoBots: 61/61
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

Local scientists have found the plans of several historical ships. One of these Ships was the medium fighter Phoenix. It was not possible to decode all information about the historical weapons, engines and thrusters because somehow parts of these plans got lost. Therefore some engineers came with the idea to mount modern VHF equipment on this ship. The result is a very deadly fighter with heavy armor.




Patriot
Guns/Turrets: 6/1
Armor: 9500
Cargo Holds: 140
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

Local scientists have found the plans of several historical ships. One of these Ships was the medium fighter Patriot. It was not possible to decode all information about the historical weapons, engines and thrusters because somehow parts of these plans got lost. Therefore some engineers came with the idea to mount modern VHF equipment on this ship. The result is a very agile and deadly fighter.




Naginata
Guns/Turrets: 6/1
Armor: 9700
Cargo Holds: 130
Max Batteries/NanoBots: 61/61
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

Local scientists have found the plans of several historical ships. One of these Ships was the light fighter Naginata. It was not possible to decode all information about the historical weapons, engines and thrusters because somehow parts of these plans got lost. Therefore some engineers came with the idea to mount modern VHF equipment on this ship. The result is a very agile and deadly fighter.




Mirage
Guns/Turrets: 6/1
Armor: 9300
Cargo Holds: 150
Max Batteries/NanoBots: 70/70
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

Local scientists have found the plans of several historical ships. One of these Ships was the medium fighter Mirage. It was not possible to decode all information about the historical weapons, engines and thrusters because somehow parts of these plans got lost. Therefore some engineers came with the idea to mount modern VHF equipment on this ship. The result is a very agile and deadly fighter.




Coyote
Guns/Turrets: 6/1
Armor: 9600
Cargo Holds: 120
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

Local scientists have found the plans of several historical ships. One of these Ships was the medium fighter Coyote. It was not possible to decode all information about the historical weapons, engines and thrusters because somehow parts of these plans got lost. Therefore some engineers came with the idea to mount modern VHF equipment on this ship. The result is a very agile and deadly fighter.




Crusader
Guns/Turrets: 6/1
Armor: 9700
Cargo Holds: 140
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

Local scientists have found the plans of several historical ships. One of these Ships was the light fighter Crusader. It was not possible to decode all information about the historical weapons, engines and thrusters because somehow parts of these plans got lost. Therefore some engineers came with the idea to mount modern VHF equipment on this ship. The result is a very agile and deadly fighter.




Grendel

Guns/Turrets: 6/1
Armor: 9500
Cargo Holds: 150
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

Local scientists have found the plans of several historical ships. One of these Ships was the medium fighter Grendel. It was not possible to decode all information about the historical weapons, engines and thrusters because somehow parts of these plans got lost. Therefore some engineers came with the idea to mount modern VHF equipment on this ship. The result is a very agile and deadly fighter.




Hades Bomber

Guns/Turrets: 6/2
Armor: 9700
Cargo Holds: 200
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

Hades\n\n\nLocal scientists have found the plans of several historical ships. One of these Ships was the Hades Bomber. It was not possible to decode all information about the historical weapons, engines and thrusters because somehow parts of these plans got lost. Therefore some engineers came with the idea to mount modern VHF equipment on this ship. The result is a new sort of ship, the first pure torpedo bomber.




Deimos

Guns/Turrets: 6/1
Armor: 12500
Cargo Holds: 100
Max Batteries/NanoBots: 61/61
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

M13 Class "Deimos" Corsair Very Heavy Fighter\n\n\nShortly after a Corsair expedition found the drawings and the wreck of this old fighter on Planet Pygar, production commenced in Tripoli Shipyard. Until now, only one ship has been produced by the original drawings, and analyses shows thats this ship was not designed inside Sirius, and can be the remains after a Coalition experimental ship that landed on Planet Pygar with the drawings shortly after pursuing the Hispania sleeper ship. The ship performs beyond any Sirius-disigned ship, with extreme armor and power rating, great cargo space and fabulous offensive and defensive capabilities. This ship is shortly: the Real One.




StarBlazer

Guns/Turrets: 4/0
Armor: 2600
Cargo Holds: 50
Max Batteries/NanoBots: 21/21
Optimal Weapon Class: 3
Max. Weapon Class: 5
Additional Equipment: M, CM
The StarBlazer is a new Liberty prototype which gives average firepower and fast movement for a small price.




Strike Carrier

Guns/Turrets: 0/25
Armor: 200000
Cargo Holds: 1000000
Max Batteries/NanoBots: 99/99
Optimal Weapon Class: 8
Max. Weapon Class: 9
Additional Equipment: CM, CD/T(2)

The most impressive warship ever constructed, this Ship carries more firepower than some entire battlegroups from previous eras. Extremely large and heavy armed, it is a proto-typical strike carrier, self-sufficient, self-sustaining, and able to wreak havoc on enemy forces. Even with the guns alone, it can simultaneously engage several cruisers worth of firepower, and come out alive.
The new 100k Carrier shield prototype gives additional protection to this very slow Ship.




Juni's Defender

Guns/Turret Mounts: 5/1
Armor: 10600
Cargo Space: 50
Max Batteries/NanoBots: 50/50
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

BDR-337 'Defender' Liberty Heavy Fighter
'The best of the best,' this heavily outfitted rig represents the pinnacle of Liberty's technological advances and design savoir faire. With its elevated armor and power rating as standard and the additional mount of firepower, it's no wonder that this ship is the number one choice of the Liberty Armed Forces.




07A "Elite Defender" Liberty Very Heavy Fighter

Gun/Turret Mounts: 6/1
Armor: 10800
Cargo Space: 70
Max Batteries/NanoBots: 70/70
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

This ship is an advanced prototype from the ship engineers of Liberty. Liberty hierarchy were tired of getting beaten back by borderworld pirates and criminals as they tried to explore, so they put their collective heads together and came up with one of the most cutting edge ships in existance. Soon, the original defender will be a thing of the past, and the Elite Defender will make it's mark.




J10P - 15P "Draconji" Kusari Very Heavy Fighter

Gun/Turret Mounts: 6/0
Armor: 10800
Cargo Space: 70
Max Batteries/NanoBots: 70/70
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

"The Serpent's Might," this ship is the new might of Kusari military knowledge and technology. The Draconji is an answer to the evolution of the Dragon, and is advanced in every way.




CTE 750AE-1P Civilian Starskipper

Gun/Turret Mounts: 3
Armor: 2200
Cargo Space: 20
Max Batteries/NanoBots: 15/15
Optimal Weapon Class: 1
Max. Weapon Class: 3
Additional Equipment: M, CM

Manufactured in the heartland of Liberty, the new StarSkipper is the progression of Liberty's commitment to the civilian line. More nanobots, and shields, a thicker skin of armor are just a few of the new refinements to the trusty Starflier design, but with radical new styling, this ship is sure to be a hit!




Liberty Guardian VHF

Gun/Turret Mounts: 6/1
Armor: 11000
Cargo Space: 70
Max Batteries/NanoBots: 70/70
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

Another remarkable attempt to "even the odds", The Guardian can stand toe to toe with any fighter in Sirius. Liberty Shipwrights have created a force to be considered by any pirate, no matter his ship.




RSM-15r "Gunstar" Rheinland Very Heavy Fighter

Gun/Turret Mounts: 6/1
Armor: 11500
Cargo Space: 80
Max Batteries/NanoBots: 68/68
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

As the Rheinland shipwrights deviate from the standard form and function of their fighters, they are realizing greater and greater gains in performance, and power. Not as pretty a sight as the Valkyre, but far more deadly in the hands of Rheinland's forces.




FRL-96z Liberty "Interloper" Heavy Fighter

Gun/Turrets Mounts: 4/0
Armor: 7100
Cargo Space: 60
Max Batteries/NanoBots: 43/43
Optimal Weapon Class: 6
Max. Weapon Class: 8
Additional Equipment: M, CM, CD/T

Designed out of necessity, rather than want, the Interloper was born as a heavy scout class, that sacrifices 1 gun, and 1 turret for more armor, while retaining its agility. It can scout areas that light fighters wouldn't stand a chance in, and it does it in style. A great step forward for Liberty, and a hole in their technology tree plugged.




GTz-"Enfilade" Pirate Very Heavy Fighter

Gun/Turret Mounts: 6/1
Armor: 12600
Cargo Space: 70
Max Batteries/NanoBots: 71/71
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

This ship was made to give the inner worlds pirates an edge over the new technology showing up from the major houses and corporations, and it does it's job well. Massive hull, full compliment of guns, and all the extras make this ship a frightening force in Sirius.




Independant "Rage Bringer" Very Heavy Fighter

Gun/Turret Mounts: 6/1
Armor: 12600
Cargo Space: 75
Max Batteries/NanoBots: 77/77
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Independant designed Rage Bringer was created to stem the flow of red ink for the traders, and corporations. Too many losses were being incurred due to the ever growing strength of pirates, so the Rage Bringer was born. It is a big, yet sleek ship, with loads of power, guns, and armor, which makes it a deadly foe indeed.




Corporation "Silverfish" Very Heavy Fighter

Gun/Turret Mounts: 6/1
Armor: 10450
Cargo Space: 80
Max Batteries/NanoBots: 63/63
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Silverfish is a corporate defense fighter, and also an offensive weapon when scouting new fields or systems for resources. It has everything a combat pilot could want, and some that a merchant wouldn't mind, either. It has an increased cargo bay, but a little less armor.




BR-11 "Marauder" Heavy Fighter

Gun/Turrets Mounts: 5/0
Armor: 6200
Cargo Space: 45
Max Batteries/NanoBots: 43/43
Optimal Weapon Class: 6
Max. Weapon Class: 8
Additional Equipment: M, CM, CD/T

The Bretonia Marauder is the newest from Bretonia's ship engineers. It deviates from the rounded, plump design to a sleeker, more efficient and hard to hit design. It is only in limited testing now, and she is proving herself so far. Good agility, good armor, smaller hold, make this ship worth flying.




Ceptyr Very Heavy Fighter

Gun/Turrets Mounts: 6/0
Armor: 12400
Cargo Space: 70
Max Batteries/NanoBots: 70/70
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Ceptyr is a blend of the new and the old, combined to make a stout fighter, with sturdy yet sleek looks. The Ceptyr is a powerful fighter, in the hands of a good pilot. Engineered and designed by Baene.




Civilian "Scourge" VHF

Gun/Turrets Mounts: 6/0
Armor: 12000
Cargo Space: 75
Max Batteries/NanoBots: 70/70
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Scourge creates yet another example of the innovation and drive of the civilian engineers. Not satisfied with limiting pilots to the Eagle, they created the Scourge as a viable alternative. It is bulkier than it's brother, but flies remarkably well, and fights like the devil, making this ship a sure bet in the hands of a good pilot. As a side note, it also handles a decent bit of cargo, making it a profitable ship as well.




Independant "Seething Fury" VHF

Gun/Turrets Mounts: 6/0
Armor: 11000
Cargo Space: 70
Max Batteries/NanoBots: 70/70
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Seething Fury is all about space combat. It was designed to give every possible advantage to its pilot, with technology that is superior in design and function. The creator of this ship used concepts from Borderworld craft, and Kusari craft to meld into a deadly machine.




Outworld "Shifter" Prototype 1

Gun/Turrets Mounts: 5/1
Armor: 8700
Cargo Space: 50
Max Batteries/NanoBots: 55/55
Optimal Weapon Class: 6
Max. Weapon Class: 8
Additional Equipment: M, CM, CD/T

The Shifter is an odd looking ship, but was VERY effective in all field tests thus-far. Being that the cockpit is mounted side-saddle, the theory behind it was to "fake" enemy pilots, and cause them to miss shots, which it did well. Rumors abound of an upgraded, two-man VHF version of the Shifter 1 coming soon!




Bullpup MkI

Gun/Turrets Mounts: 5/0
Armor: 8400
Cargo Space: 60
Max Batteries/NanoBots: 60/60
Optimal Weapon Class: 6
Max. Weapon Class: 8
Additional Equipment: M, CM, CD/T

A throwback to old designs, the Bullpup is a stout ship nevertheless. No engineer has claimed responsibility for the design, but many factions are seeking to use the ship for their armadas.




Bullpup Mk II VHF

Gun/Turrets Mounts: 6/0
Armor: 12000
Cargo Space: 80
Max Batteries/NanoBots: 70/70
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

A throwback to old designs, the Bullpup is a stout ship nevertheless. No engineer has claimed responsibility for the design, but many factions are seeking to use the ship for their armadas. This is the next step in the Bullpup series.




Bullpup Mk III Assault Freighter

Gun/Turrets Mounts: 6/3
Armor: 21000
Cargo Space: 400
Max Batteries/NanoBots: 120/120
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

A throwback to old designs, the Bullpup is a stout ship nevertheless. No engineer has claimed responsibility for the design, but many factions are seeking to use the ship for their armadas. This is the last step in the Bullpup series. This attack Freighter has a frightening amount of guns, plenty of power and a cargo hold to haul in the riches. A very stable ship, able to defend itself as well as it hauls cargo. This model uses a pilot and 2 co-pilots OR robots/androids to fill the roll.




Hydra Mk III VHF

Gun/Turrets Mounts: 6/0
Armor: 12900
Cargo Space: 60
Max Batteries/NanoBots: 70/70
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/Tx2

This is the precursor to the bomber class. Little slower, but with more armor, and an extra torpedo slot, the Hydra is a very mean ship. Able to take out Capital Class ships by itself or easily with an escort force. This ship is not to be taken lightly!




"Elder" Prototype Capital Ship Killer

Gun/Turrets Mounts: 4/0
Armor: 9000
Cargo Space: 35
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/Tx2

An extreme prototype design, being tested now. The "Elder" is a very strange ship, designed solely to take out Cap Ships. It has a devestating forward gun, along with 4 regular gun mounts, and twin torpedo launchers. Capital Ships don't stand a chance against this ship.




Serafina

Guns/Turrets: 4/4
Armor: 11300
Cargo Holds: 350
Max Batteries/NanoBots: 140/140
Optimal Weapon Class: 9
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Serafina freighter is a current favorite of smugglers and pirates for moving contraband. It's High defensive capability along side the ability to mount an high level of fire power make it ideal for this role.




B-764L 'Champion' Bretonia Very Heavy Fighter

Guns/Turrets: 6/1
Armor: 8400
Cargo Holds: 60
Max Batteries/NanoBots: 40/40
Optimal Weapon Class: 6
Max. Weapon Class: 8
Additional Equipment: M, CM, CD/T

Under permanent pressure of Corsairs, Royal Armed Forces needed a craft able to fight them in harder spaces of Border Worlds. Wielding terrific firepower, Champion is a last guardian of Bretonia there, where other ships never dare to enter.




Nomad Interceptor

It's not much known about this new ship... which is mostly because not many pilots survived their first contact this powerful and agile fighter. \nSurvivors reported that this are short range fighters which operate from big strike carriers. With this powerful engine, heavy weapons and the new nomad fighter shield this ship is a realy danger to all pilots in sirius.




Mayfly

Gun/Turret Mounts: 6/0
Armor: 10010
Cargo Space: 100
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Mayfly is a standard very heavy fighter... strong, deadly and agile.




King Tiger

Gun/Turret Mounts: 6/2
Armor: 10400
Cargo Space: 50
Max Batteries/NanoBots: 63/63
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM

The King Tiger is a very heavy fighter equal to the eagle. Its second turret can be used as addition to the normal guns.




Dark Angel

Gun/Turret Mounts: 4/0
Armor: 8400
Cargo Space: 70
Max Batteries/NanoBots: 43/43
Optimal Weapon Class: 7
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Dark Angel is a very small fighter but with a very good power usage and heavy guns. In the hands of a good pilot its a dangerous weapon.




Scouser

Gun/Turret Mounts: 0/0
Armor: 40000
Cargo Space: 1000
Max Batteries/NanoBots: 200/200
Optimal Weapon Class: 0
Max. Weapon Class: 0
Additional Equipment: CM

The Scouser is a train with heavy armor to protect its cargo but has no offensive or defensive weapons. It can carry up to 2000 units cargo but if you decide to use this ship you better should hire an escort.




Train

Guns/Turrets: 0/6
Armour: 10500
Cargo Holds: 2500
Max Batteries/NanoBots: 100/100
Optimal Weapon Class: N/A
Max. Weapon Class: N/A
Additional Equipment: N/A

The Train is used to transport large amounts of cargo aroud the houses of Sirius. Its vast hold is counterset by its poor defensive and manovrebility during flight, which means that although profit margins during trading are high... so are the risks of running the trade routes.




Roidminer (Eventship)

Guns/Turrets: 0/10
Armour: 500000
Cargo Holds: 1000
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

The Roidminer is only used by the eventmanagers at open server events. Its extreme strong hull and strong weapons gives a strong defence ability.




Raven’s Claw

Guns/Turrets: 6/1
Armour: 5800
Cargo Holds: 20
Max Batteries/NanoBots: 38/38
Optimal Weapon Class: 6
Max. Weapon Class: 8
Additional Equipment: M, CM, CD/T

The Raven's Claw is very agil and very hard to hit. Because of its low mass it was not possible to integrate a high standard powersuply. The ship doesnt have enough energy to support level 9 and level 10 guns. But because of its speed the Raven's Claw still belongs to the most deadly ships in sirius.




Coalition Fighter "Sabre"

Guns/Turrets: 6/0
Armour: 10700
Cargo Holds: 100
Max Batteries/NanoBots: 100/100
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Coaltion Sabre is one of the most deadly ships of the eastern coalition. Its strong hull and extreme firepower is a threat to all enemy ships. A good advice would be to stay away from those ships.




Prisonship "Saladin"

Guns/Turrets: 0/8
Armour: 18200
Cargo Holds: 200
Max Batteries/NanoBots: 100/10
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

The Saldin is used to transport prisoners to the coalition prison colonies.




Coalition Transporter "Goliath"

Guns/Turrets: 0/0
Armour: 15300
Cargo Holds: 1000
Max Batteries/NanoBots: 60/60
Optimal Weapon Class: 0
Max. Weapon Class: 0
Additional Equipment: N/A

The standard transporter of the Coalition.




Coalition Battleship "Badanov"

Guns/Turrets: 0/14
Armour: 75300
Cargo Holds: 100
Max Batteries/NanoBots: 180/180
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

This ship belongs to the most powerful destroyers of the Coalition fleet. If you decide to attack it you should be well prepared.




Coalition Carrier "Kiew"

Guns/Turrets: 0/17
Armour: 135200
Cargo Holds: 500
Max Batteries/NanoBots: 210/210
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

The Kiew can carry up to 20 fighters. Its heavy defense is a threat to every attacker.




Coalition Gunboat "Yao"

Guns/Turrets: 0/4
Armour: 21500
Cargo Holds: 65
Max Batteries/NanoBots: 110/110
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

The Gunboat Yao is a support unit for the heavy destroyers. Its missiles can give those big ships a good defence against torpedos or small fighters.




Coalition Gunboat "Kurgan"

Guns/Turrets: 0/8
Armour: 32900
Cargo Holds: 165
Max Batteries/NanoBots: 120/120
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

The Kurgan was the most used gunboat during the coalition war. Its simple design and good functionality is the reason why the coalition still use this ship.




Coalition Repairship "Scimitar"

Guns/Turrets: 0/0
Armour: 30500
Cargo Holds: 500
Max Batteries/NanoBots: 100/100
Optimal Weapon Class: 0
Max. Weapon Class: 0
Additional Equipment: N/A

This ship can repair heavy damages on any battleship. It is had no weapons and needs an escort for defence.




Coaltion Destroyer "Kozlov"

Guns/Turrets: 0/11
Armour: 60400
Cargo Holds: 300
Max Batteries/NanoBots: 140/140
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

This small Carrier can hold upto 10 fighters. This ship is not very strong and need a good escort.




Coalition Light Cruiser "Berijev"

Guns/Turrets: 0/9
Armour: 50500
Cargo Holds: 250
Max Batteries/NanoBots: 90/90
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

The Berijev Cruiser is a medium battleship mostly used to defend coalition stations.




Coaltion Destroyer "Krelow"

Guns/Turrets: 0/26
Armour: 160400
Cargo Holds: 350
Max Batteries/NanoBots: 340/340
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

This Cruiser is the most powerful ship of the coalition fleet. With 26 heavy turrets its very well armed and its strong hull is nearly indestructable.




Coaltion Heavy Cruiser "Kresta"

Guns/Turrets: 0/8
Armour: 80300
Cargo Holds: 165
Max Batteries/NanoBots: 120/120
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

This coalition destroyer is very well balanced. A strong hull can good weapons... its just deadly.




Coaltion Light Gunboat "Anatov"

Guns/Turrets: 0/3
Armour: 28700
Cargo Holds: 190
Max Batteries/NanoBots: 155/155
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

The Anatov is a light gunboat loaded with missiles. Its task is to assist destroyers during the battles.




Coalition Fighter "Lagg"
Guns/Turrets: 6/0
Armour: 8300
Cargo Holds: 30
Max Batteries/NanoBots: 100/100
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Lagg belonged to the most used coalition ships during the coalition war. A solid design and good power usage is the base of the very successful ship.




Coalition Fighter "Kossac"

Guns/Turrets: 6/0
Armour: 15400
Cargo Holds: 10
Max Batteries/NanoBots: 50/50
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Kossac is a short range fighter which is mostly used to protect coalition stations. This ship is really hard to kill. Its hull gives an optimal protection.




Coalition Torpedo Bomber "Kamov"

Guns/Turrets: 6/0
Armour: 9600
Cargo Holds: 120
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Kamov is a Torpedo bomber and can do extreme high damage to Capital ships. But this ships has serious problems if it is under attack by a normal fighter.




Coalition Fighter "Basilisk"

Guns/Turrets: 6/0
Armour: 12900
Cargo Holds: 80
Max Batteries/NanoBots: 130/130
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Basilisk combines perfect offensive technology with a copact design. Fast and deadly.




Coalition Fighter "Saracen"

Guns/Turrets: 6/0
Armour: 10200
Cargo Holds: 150
Max Batteries/NanoBots: 78/78
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Saracen has a very strong power output and can carry very strong weapons. You should expect heavy trouble if the pilot of such a ships decides not to like you.




Coalition Fighter "Azan"

Guns/Turrets: 6/0
Armour: 5200
Cargo Holds: 40
Max Batteries/NanoBots: 98/98
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Azan is a long range fighter which is mostly used for scout missions. The hull of this ship is not very strong but it has still very good firepower.




Coalition Fighter "Haidar"

Guns/Turrets: 6/0
Armour: 11100
Cargo Holds: 330
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Haidar has an average hull but a big cargospace. It's mostly used for important transports that through enemy territoy.




Coalition Fighter "Karak"

Guns/Turrets: 6/0
Armour: 9800
Cargo Holds: 110
Max Batteries/NanoBots: 75/75
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Karak is a very basic ship. Effective, strong and agile. Karak pilots belong to the best in the coaltion fleet.




Coalition Fighter "Salin"

Guns/Turrets: 6/0
Armour: 8700
Cargo Holds: 90
Max Batteries/NanoBots: 55/55
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

There is just one word which can describe the Salin... deadly. It has a strong hull, a high power output and is very agile. Stay away from this ship!




Yamato (Intro only)

Guns/Turrets: N/A
Armour: N/A
Cargo Holds: N/A
Max Batteries/NanoBots: N/A
Optimal Weapon Class: N/A
Max. Weapon Class: N/A
Additional Equipment: N/A

No further informations available.




Shadowblade

Guns/Turrets: 6/0
Armour: 9500
Cargo Holds: 130
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T


This ship was firstly build by LSF but the prototype got stolen. A few months ago three different variations of this ship reappeared in border worlds. It seems like the Shadowblade is the light version of this shipdesign.




Deathblade

Guns/Turrets: 6/0
Armour: 9500
Cargo Holds: 170
Max Batteries/NanoBots: 55/55
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

This ship was firstly build by LSF but the prototype got stolen. A few months ago three different variations of this ship reappeared in border worlds. The Deathblade has a bigger cargohold but less Batteries and Nanobots than the Shadowblade.




Warblade

Guns/Turrets: 6/0
Armour: 10500
Cargo Holds: 130
Max Batteries/NanoBots: 55/55
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

This ship was firstly build by LSF but the prototype got stolen. A few months ago three different variations of this ship reappeared in border worlds. The Warblade has a stronger hull than the Shadowblade but less Nanobots and Batteries.




Liberty Dreadnought

Guns/Turrets: 0/10
Armour: 280000
Cargo Holds: 1000
Max Batteries/NanoBots: N/A
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

The Liberty Dreadnought is the most often use battleship all over Sirius. It's classic and compact design is very effective and give a high standard protection. Those ships usually patrol in Liberty space but because of the nomad thread the Liberty government decided to release the plans for those ships to public companies.




Osiris Battleship

Guns/Turrets: 0/10
Armour: 280000
Cargo Holds: 1000
Max Batteries/NanoBots: N/A
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

During the Nomad war this new battleship showed its worth. Its not possible to hide its relation to Liberty ships. It has been decided to release the plans for this new ship to public companies.




Bretonia Battleship

Guns/Turrets: 0/10
Armour: 280000
Cargo Holds: 1000
Max Batteries/NanoBots: N/A
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

The Bretonia Battleship is usually not seen very often. Hiding in nebulas, waiting to attack those giant ships spread fear all over Sirius. Those ships usually can be found in Bretonia but because of the nomad thread the Bretonia government decided to release the plans for those ships to public companies.




Rheinland Battleship

Guns/Turrets: 0/10
Armour: 280000
Cargo Holds: 1000
Max Batteries/NanoBots: N/A
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

The Rheinland Battleship is one of the most dangerous ships all over Sirius. This shipclass has proven its power and many heavy battles. Those ships usually can be found in Rheinland but because of the nomad thread and due to financial problems the Rheinland government decided to release the plans for those ships to public companies.




Kusari Battleship

Guns/Turrets: 0/10
Armour: 280000
Cargo Holds: 1000
Max Batteries/NanoBots: N/A
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

The Kusari Battleship is the heart of the Kusari fleet. Only the most honourable captains will ever get the chance to command one of those ships. Due to the loss of the Kusari fleet after the battle with the nomads over Planet Crossfire and the resulting financial problems the Kusari decided to release the plans for those mighty ships to public companies.




Reliant Battleship

Guns/Turrets: 0/10
Armour: 280000
Cargo Holds: 1000
Max Batteries/NanoBots: N/A
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

After the plans for several old Alliance ships were found in the Database of a Coalition Sleepership the engineers were able to unlock a part of the ship database containing plans for this mighty Battleship. Our history database showed that the original Reliant got destroyed at the beginning of the Coalition war. Its captain provocated an collision with a coalition destroyer to protects his men and thousands of civilians. It seemed to be a good decision to name this shipclass after the famous Reliant of the Coalition war.




Bowin

Guns/Turrets: 4/1
Armor: 6300
Cargo Holds: 50
Max Batteries/NanoBots: 45/45
Optimal Weapon Class: 8
Max. Weapon Class: 9
Additional Equipment: M, CM, CD/T

The Bowin is a standard heavy fighter produced on the New York Shipyards. It's agility and the ability to carry heavy guns even just in small numbers makes this ship a threat to all agressors.




A-9fx Hunter

Guns/Turrets: 6/0
Armor: 8100
Cargo Holds: 40
Max Batteries/NanoBots: 50/50
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The A-9fx was build to chase Nomad intruders in the Omicron systems. With it's good agility and speed this ship is perfect to hunt fast ships.




Arcangel

Guns/Turrets: 6/0
Armor: 9100
Cargo Holds: 100
Max Batteries/NanoBots: 60/60
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Arcangel, a hell of a ship. Agile, fast, deadly and with a design that let freeze your enemies blood.




F-180 Hornet Mark II

Guns/Turrets: 6/0
Armor: 9000
Cargo Holds: 120
Max Batteries/NanoBots: 60/60
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Hornet is build on Hamburg by an independant Company called Exa-Industries. In fact this is a very good ship, only its hull seems to be a little bit too weak.




F-190 Malice

Guns/Turrets: 6/0
Armor: 12700
Cargo Holds: 150
Max Batteries/NanoBots: 75/75
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The F-190 Malice was originally build under the name 'Dagger' but renamed after rumours appeared that there is a ship in development with the same name. The Dagger is a heavy fighter with strong hull and strong weapons. A typical very heavy fighter.




Avenger

Guns/Turrets: 6/0
Armor: 10700
Cargo Holds: 140
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

Once been a concept design the Avenger proved it's abilities in several fights around Death Valley and the unknown systems. The strong hull and the heavy guns are the reason why it is one of the most valueable ship inventions since the rediscovering of the alliance ship concepts.




Shooting Star

Guns/Turrets: 6/0
Armor: 10100
Cargo Holds: 130
Max Batteries/NanoBots: 63/63
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

Shooting Star


That's a real Shooting Star. A very heavy fighter at it's best, build on New London this ship connects high firepower with a good agility. It belongs to the best what you can find in sirius.




APC Freighter

Guns/Turrets: 4/4
Armor: 22300
Cargo Holds: 450
Max Batteries/NanoBots: 135/135
Optimal Weapon Class: 7
Max. Weapon Class: 10
Additional Equipment: M, CM, CD

The APC has the biggest cargohold that a ship of the freighter class does offer. Together with it's heavy guns this ship is the 'Traders dream'.




A-100 Stormrider

Guns/Turrets: 6/0
Armor: 5700
Cargo Holds: 50
Max Batteries/NanoBots: 30/30
Optimal Weapon Class: 6
Max. Weapon Class: 6
Additional Equipment: M, CM, CD

The Stormrider is a light fighter close to the border to an heavy fighter... it is very agile and has average gunpower. All in all a good ship if you can avoid enemy fire.




A-106 Intruder II

Guns/Turrets: 6/1
Armor: 9700
Cargo Holds: 120
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Intruder can be compared with most other very heavy fighters in Sirius. It is strong and agile. A good choice for an experienced pilot.




StrikeEagle

Guns/Turrets: 5/2
Armor: 9100
Cargo Holds: 150
Max Batteries/NanoBots: 70/70
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Strike Eagle is a fighter that was supposed to be used to smuggle large amounts of alien artifacts, cardamine and whisky. Due to secret containers inside the ship the hull is not very strong.




Angel Wing

Guns/Turrets: 6/1
Armor: 10700
Cargo Holds: 110
Max Batteries/NanoBots: 62/62
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Angel Wing is a heavy fighter with average equipment and a strong hull. It is a typical allrounder.




Adonis Freighter

Guns/Turrets: 1/5
Armor: 14200
Cargo Holds: 210
Max Batteries/NanoBots: 85/85
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Adonis is not a big freighter or a good fighter. The Adonis is a mixture of both... average cargospace and good firepower. The best choice for lonely trader without an escort.




Troop Carrier

Guns/Turrets: 2/4
Armor: 15300
Cargo Holds: 250
Max Batteries/NanoBots: 115/115
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD

This small Troop Carrier once was used to transport large groups of civilists to colonize new planets. Nowadays this job has been taken over by Battleships and Luxury Liners which is a much more comfortable way of travel for the passengers. The old Troop Carrier is now used by small private companies to transport all kind of commodities.




Nexus

Guns/Turrets: 4/1
Armor: 2700
Cargo Holds: 30
Max Batteries/NanoBots: 25/25
Optimal Weapon Class: 6
Max. Weapon Class: 7
Additional Equipment: M, CM, CD/T

The Nexus originally was designed to be a support unit for heavy battles where big repair ships are easy targets. Its small size would have been perfect for repairing battleships while they are still being attacked. Due to technical problems this idea has been dropped and the ship design was altered to a light fighter. The Nexus has one big advantage towards other light fighters: the original powergenerator which delivers a high amount of energy to all ship systems.




Cobra

Guns/Turrets: 6/0
Armor: 9500
Cargo Holds: 100
Max Batteries/NanoBots: 67/67
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Cobra is a very solid build fighter. Its core powersupply and the centralized weapon systems are a very dangerous answer to upcomming attacks. The Cobra can deal with nearly all threats and is more than just agile. The place where these ships have been produced is still unknown.




Raptor

Guns/Turrets: 6/0
Armor: 9000
Cargo Holds: 140
Max Batteries/NanoBots: 69/69
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Raptor is a prey with very good abilities. It has enough power to be dangerous enough to mess with a battleship. Heavy guns, good agility and its powersource are the reason why this ship belongs to the 'top dogs' in Sirius.




Geko

Guns/Turrets: 6/1
Armor: 10700
Cargo Holds: 90
Max Batteries/NanoBots: 60/60
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Geko is a very heavy fighter that has been optimized for fights but not for carrying cargo. It has a strong hull and a good behaviour in fights but its nearly useless if it is use to transport cargo.




Chimera

Guns/Turrets: 6/0
Armor: 9800
Cargo Holds: 130
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

A slim design with powerful weapons. The Chimera is build on Planet New London but the local government did fear that the ship will be used by the local pirates. That is why this ship design is not allowed to be sold there.




V-Fighter

Guns/Turrets: 6/0
Armor: 6700
Cargo Holds: 80
Max Batteries/NanoBots: 45/45
Optimal Weapon Class: 6
Max. Weapon Class: 8
Additional Equipment: M, CM, CD

The V-Fighter, amedium fighter that was designed for small raids against pirates and Lane Hackers. It turned out to be a good ship against other medium fighters used around the house systems of Sirius. The design is simple but effective.




Exocet

Guns/Turrets: 4/0
Armor: 5700
Cargo Holds: 50
Max Batteries/NanoBots: 40/40
Optimal Weapon Class: 8
Max. Weapon Class: 9
Additional Equipment: M, CM, CD/T

The Exocet is a medium fighter with very good short range abilities. Its heavy guns and overdimensional powergenerator makes this ship a very good choice for small raids or defending bases.




Mirage-X

Guns/Turrets: 6/1
Armor: 11700
Cargo Holds: 150
Max Batteries/NanoBots: 55/55
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Mirage-X is based on the design of the original alliance Mirage. The task was to maximize the firepower but the result was a loss of agility due to the heavy guns and the powergenerator.




SF18 Arrow

Guns/Turrets: 6/0
Armor: 10300
Cargo Holds: 70
Max Batteries/NanoBots: 70/70
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The SF18 Arrow is a good choice in every situation... it is agile and powerfull. If you see your opponent using this ship you should turn around and never come back.




Abraxas

Guns/Turrets: 6/0
Armor: 10200
Cargo Holds: 140
Max Batteries/NanoBots: 65/65
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Abraxas is a new Liberty fighter. It has a slim design that has been created out of the old alliance vessels found in the databases on Earth. The ship is agile and deadly.




Cerberus

Guns/Turrets: 0/10
Armor: 280000
Cargo Holds: 1000
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

Ships of the Cerberus class are the ASFs pride. Finest technology the newest duranium hull have made this ship even stronger than the battleships of the house systems. The weapons are more than just deadly and the whole design has just one single weak point (information classified).




Midnight Hammer

Guns/Turrets: 0/10
Armor: 280000
Cargo Holds: 1000
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 10
Max. Weapon Class: 10
Additional Equipment: N/A

The Midnight Hammer battleship class is build somewhere in Kusari space. The exact place is not known. The CSF soon found out that this ship is very valueable and even able to be a danger to ASF's Cerberus class. Even if the design is different from the Cerberus the main components of both ships seem to have the same origin.




Armored Transport

Guns/Turrets: 0/9
Armor: 30000
Cargo Holds: 430
Max Batteries/NanoBots: 170/170
Optimal Weapon Class: 3
Max. Weapon Class: 3
Additional Equipment: M, CM

Generally used to safely deliver goods and personnel (usually VIP's), to corporate and military bases.




Transport

Guns/Turrets: 0/5
Armor: 25000
Cargo Holds: 600
Max Batteries/NanoBots: 200/200
Optimal Weapon Class: 4
Max. Weapon Class: 5
Additional Equipment: N/A

In the economy of the Sirius system, all of the Houses benefit from the everyday service of this craft. It was the first class of ship to be built.




Large Transport

Guns/Turrets: 0/5
Armor: 35000
Cargo Holds: 700
Max Batteries/NanoBots: 250/250
Optimal Weapon Class: 4
Max. Weapon Class: 5
Additional Equipment: N/A

Once resources were identified and the outer settlements took root, this class of ship was built to better capitalize on and support these interests.




Repair Ship

Guns/Turrets: 0/0
Armor: 14600
Cargo Holds: 140
Max Batteries/NanoBots: 750/750
Optimal Weapon Class: 0
Max. Weapon Class: 0
Additional Equipment: N/A

With the hazards of business, commerce, expansion, and exploration, ships sustain damage. These units are part of the damage control team.




Heavy Lifter

Guns/Turrets: 0/5
Armor: 30000
Cargo Holds: 350
Max Batteries/NanoBots: 150/150
Optimal Weapon Class: 4
Max. Weapon Class: 5
Additional Equipment: N/A

The workers of the corporate matrix. These ships are generally employed in the moving of cargo of all types between transports, trains, and bases.




Liberty Cruiser

Guns/Turrets: 0/7
Armor: 80000
Cargo Holds: 300
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 8
Additional Equipment: N/A

Though built by the Liberty Navy to be a medium-range vessel, the Cruiser class is a fine melding of punishing firepower and streamlined mobility.




Bretonia Gunboat

Guns/Turrets: 0/6
Armor: 25000
Cargo Holds: 100
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 6
Max. Weapon Class: 6
Additional Equipment: N/A

Built in large numbers by the Royal Bretonia Navy, this class serves as a reliable sentry force as well as an effective method of mass deployment.




Bretonia Destroyer

Guns/Turrets: 0/15
Armor: 40000
Cargo Holds: 150
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 7
Max. Weapon Class: 7
Additional Equipment: N/A

Built in large numbers by the Royal Bretonia Navy, this class serves as a reliable sentry force as well as an effective method of mass deployment.




Kusari Gunboat

Guns/Turrets: 0/4
Armor: 25000
Cargo Holds: 100
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 6
Max. Weapon Class: 6
Additional Equipment: N/A

In an effort to better enforce the will of the Emperor, the Imperial Navy developed this ship. In large numbers they are particularly devastating.




Kusari Destroyer

Guns/Turrets: 0/13
Armor: 40000
Cargo Holds: 150
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 7
Max. Weapon Class: 7
Additional Equipment: N/A

This class of ship was the first one built by the Shogunate to support the feudal Lords in the provinces. It remains a dangerous opponent.




Rheinland Gunboat

Guns/Turrets: 0/6
Armor: 25000
Cargo Holds: 100
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 6
Max. Weapon Class: 6
Additional Equipment: N/A

This ship is used largely as a tactical support unit, however due to its speed it can also be used as a deep incursion craft for contact teams or recon.




Rheinland Cruiser

Guns/Turrets: 0/15
Armor: 40000
Cargo Holds: 150
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 7
Max. Weapon Class: 7
Additional Equipment: N/A

This ship class has been produced in large numbers by the Rheinland military and serves as the veritable backbone of the Chancellor's fleet.




Reaper

Guns/Turrets: 6/1
Armor: 10900
Cargo Holds: 50
Max Batteries/NanoBots: 90/90
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

During the early days of the Coalition war the Reaper was one of the most valueable ships of the Coalition. But due to its size it soon became a target of the light fighters of the Alliance. Now after some changes on its design were made it is a powerful weapon again.




Damocles Cruiser

Guns/Turrets: 0/10
Armor: 43300
Cargo Holds: 320
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Damocles is a heavy cruiser that was going to be constructed at the end of the war between the Coalition and the Alliance. Now that a big part of the databases on Earth are decoded these shipdesigns are build by the Order.




Valiant Gunboat

Guns/Turrets: 0/5
Armor: 23500
Cargo Holds: 252
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Valiant class gunboat is a nice addition to the Order fleet. Being a concept of the old Alliance but never build during the war this gun will have to prove its worth in future battles.




Orkus Destroyer

Guns/Turrets: 0/8
Armor: 41200
Cargo Holds: 175
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Orkus class is not as strong as the other destroyers or cruisers that are now build by the Order but this ship does still show very good combat abilities and is a worthy opponent.




Gladiator Cruiser

Guns/Turrets: 0/9
Armor: 45800
Cargo Holds: 205
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Gladiator is a medium cruiser with average fighting abilities. Because of its strong hull the Gladiator is going to fight in the first line of every formation.




Typhon Gunboat

Guns/Turrets: 0/6
Armor: 25100
Cargo Holds: 190
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Typhon class gunboat is one of the most valueable gunboats available. It has enough power to hold more weapons than other gunboats. In groups of 3 or 4 these gunboats can even take out battleships if needed.




Rage Destroyer

Guns/Turrets: 0/8
Armor: 42500
Cargo Holds: 230
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

This destroyer class is build for close attacks against nomad forces. The Order took over this ship design from the old databases on Earth to build up a their new fleet.




Eos Transporter

Guns/Turrets: 0/6
Armor: 10500
Cargo Holds: 3000
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Eos is a large transporter for military purpose. The Order does use this transporter to carry large amounts of military equipment and troops.




Protheus Cruiser

Guns/Turrets: 0/9
Armor: 44500
Cargo Holds: 245
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Protheus is a large cruiser build for the Order on Earth. Being a tactical cruiser the Protheus is used as a support unit to defend the heavy battleships.




Tyrannis Battleship

Guns/Turrets: 0/15
Armor: 69300
Cargo Holds: 360
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Tyrannis battleship is the heart of the Order fleet and one of their most dangerous ships. The Tyrannis is the feared all over Sirius.




Archon Gunboat

Guns/Turrets: 0/6
Armor: 22100
Cargo Holds: 155
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Archon is a heavy gunboat guarding important military areas. Compared the other gunboats the Archon has a very high firepower.




Ares Cruiser

Guns/Turrets: 0/10
Armor: 42200
Cargo Holds: 178
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Ares is a standard cruiser design that has been developed at the end of the coalition war. Many of those ships were destroyed protecting the sleeperships when they launched from Earth and headed to Sirius.




Intrepid Transporter

Guns/Turrets: 0/5
Armor: 30500
Cargo Holds: 5000
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Intrepid class transporter is one of the most valueable freighters in Sirius. It can be used for nearly every purpose.




Galilleo Destroyer

Guns/Turrets: 0/9
Armor: 44800
Cargo Holds: 188
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Galilleo a light destroyer which shouldn't fight without support units. Without a strong fighter escort it is an easy target for most attackers.




Paladin Battleship

Guns/Turrets: 0/16
Armor: 71200
Cargo Holds: 300
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Paladin is a real giant. With its heavy guns and strong hull it can deal with all possible threats and mess with the strongest ships available.




Hephaistos Destroyer

Guns/Turrets: 0/10
Armor: 41100
Cargo Holds: 210
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Hephaistos is a heavy destroyer used to break up enemy blockades and fly deep into enemy territory. It is more agile than other cruisers but less armored.




Saphiras Gunboat

Guns/Turrets: 0/5
Armor: 21200
Cargo Holds: 150
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Saphiras is a new gunboat developed by the LSF. The first few versions of this ship have been delivered to the Order to test them in real battles. It looks like the Saphiras might become one of the standard gunboats in Sirius.




Herakles Gunboat

Guns/Turrets: 0/5
Armor: 22700
Cargo Holds: 210
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Herakles is a standard gunboat that has been developed in Bretonia. It existance has been classifies as secret but due to unknown reason some of these ships are in the Orders hands.




Broadsword Cruiser

Guns/Turrets: 0/10
Armor: 42300
Cargo Holds: 220
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

This cruiser is one of the Orders main units in their fight against the nomad forces. It is fast to construct and not very expensive but on the other side it does not have a good hull for a ship of this class.




Nocturne Battleship

Guns/Turrets: 0/15
Armor: 72700
Cargo Holds: 350
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Nocturne is one of the giants in Space. It has very good fighting abilities but is not the best battleship available.




Spectra Gunboat

Guns/Turrets: 0/5
Armor: 19560
Cargo Holds: 160
Max Batteries/NanoBots: 0/0
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: N/A

The Spectra has its name from its new hull which is a result of a new hull type. New materials were used to build this ship reducing the mass of this ship. Maybe this will be used more often for future ship designs.




Mutineer

Guns/Turrets: 6/0
Armor: 11100
Cargo Holds: 150
Max Batteries/NanoBots: 75/75
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Mutineer is a new very heavy fighter that is constructed by the Corsairs. Heavy armed this ship is one of the most valueable fighters in Sirius. Its only disadvantage is the loss of agility due to its heavy hull.




Pioneer

Guns/Turrets: 6/0
Armor: 10700
Cargo Holds: 100
Max Batteries/NanoBots: 61/61
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Pioneer belongs to the best what the Liberty engineers were able to create. It is agile and has a strong hull. Combined with its ability to mount heavy weapons this ship is extreme deadly.




Horizon

Guns/Turrets: 6/0
Armor: 10100
Cargo Holds: 135
Max Batteries/NanoBots: 68/68
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Horizon belongs, like the Pioneer, to the new ship designs developed in Liberty. It is very agile and has a high firepower. All in all a very good ship for a skilled pilot.




Iguana

Guns/Turrets: 6/0
Armor: 9600
Cargo Holds: 110
Max Batteries/NanoBots: 60/60
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

This ship has not much in common with its name. The Iguana is a very heavy fighter build in Liberty as a result of the Nomad threat. It is agile and extremly powerful. In the hands of a good pilot the Iguana is a very mighty weapon.




Libertine Bomber

Guns/Turrets: 2/1
Armor: 12500
Cargo Holds: 100
Max Batteries/NanoBots: 85/85
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

This heavy bomber comes with four torpedo mounts and is therefore a real threat to all capital ships all over Sirius. But also normal fighters should be careful if they face such a bomber in a fight.




Peon Freighter

Guns/Turrets: 1/5
Armor: 10800
Cargo Holds: 330
Max Batteries/NanoBots: 50/50
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Peon is a very solid freighter for large transports all over Sirius. It is heavy armed and still agile. The Peon is a traders dream.




Lightbringer Bomber

Guns/Turrets: 0/3
Armor: 13700
Cargo Holds: 140
Max Batteries/NanoBots: 85/85
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Lightbringer Bomber is not the best fighter in Sirius but for sure it is a danger to all big targets out there. With its three torpedo mounts the Lightbringer can blast away even the biggest targets.




Fury

Guns/Turrets: 6/1
Armor: 10300
Cargo Holds: 125
Max Batteries/NanoBots: 62/62
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Cataclysm is one of the best fighters available. It is the first choice for every pilot that can't stay out of a heavy battle. The ship is agile, has a heavy hull and high firepower.




Devastator

Guns/Turrets: 6/0
Armor: 9500
Cargo Holds: 115
Max Batteries/NanoBots: 59/59
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Devastator does not have a strong hull but it is more agile than other ships of its class. This ship is the first choice for every pilot that needs agility instead of a heavy hull.




Devil

Guns/Turrets: 6/0
Armor: 10800
Cargo Holds: 150
Max Batteries/NanoBots: 55/55
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Devil one of the best Coalition fighters available. Due to its large cargo hold it can also be used to transport important freight.




Devilray

Guns/Turrets: 2/0
Armor: 2700
Cargo Holds: 30
Max Batteries/NanoBots: 25/25
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Devilray is a light fighter designed for scout missions into unexplored territory. The Coalition does not use this ship very often lately due to the fact that it was not needed that much these days.




Dolphin

Guns/Turrets: 4/1
Armor: 9100
Cargo Holds: 150
Max Batteries/NanoBots: 75/75
Optimal Weapon Class: 8
Max. Weapon Class: 10
Additional Equipment: M, CM, CD/T

The Dolphin is a very heavy fighter even if the firepower is kinda low. Coalition pilots see this ship more like an cheap version of a valuable fighter that is only used when the need is highest.




Drizzt

Guns/Turrets: 2/0
Armor: 2600
Cargo Holds: 35
Max Batteries/NanoBots: 26/26
Optimal Weapon Class: 8
Max. Weapon Class

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