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Monster Media 1994 #1
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1994-02-15
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<1> Merchant Cruiser
<2> Scout Marauder
<3> Missile Frigate
<4> BattleShip
<5> Corporate FlagShip
<6> Colonial Transport
<7> CargoTran
<8> Merchant Freighter
<9> Imperial StarShip
<10> Havoc GunStar
<11> StarMaster
<12> Constellation
<13> T'Khasi Orion
<14> Tholian Sentinel
<15> Taurean Mule
<16> Interdictor Cruiser
Ship Category #1 Ship Class : Merchant Cruiser
The Merchant Cruiser is the standard fare for earning a living in the
universe. These craft are moderately fast, well armored and have hard
points for many different accessories. Many cartels use the Merchant
Cruiser as their only ship type. The Merchant is the craft by which
combat specs are rated for a standard.
Basic Hold Cost: 10,000 Initial Holds: 20 Maximum Holds: 75
Main Drive Cost: 1,000 Max Fighters: 2,500 Maximum Shields: 400
Computer Cost : 20,300 Turns per Warp: 3 Offensive Odds: 1.0:1
Ship Hull Cost : 10,000 Mine Max: 50 Beacon Max: 50
Ship Base Cost : 41,300 Genesis Max: 5 Long Range Scan? Yes
TransWarp Drive? No Planet Scanner? Yes
Max Fighters Per Attack: 750 Photon Missiles? No
Max Transporter Range : 5
Ship Category #2 Ship Class : Scout Marauder
The Scout Marauder is currently the fastest, conventional drive ship
known to mankind. This small speedster can easily outdistance even the
powerful Corellian Battleships. It is not equipped for controlling many
fighters or shields, but it fights at 2 to 1 odds due to its quickness
and small size. This craft cannot carry mines or Genesis Torpedoes.
It may be small, but this ship's speed and range make up for much.
Basic Hold Cost: 5,000 Initial Holds: 10 Maximum Holds: 25
Main Drive Cost: 3,000 Max Fighters: 250 Maximum Shields: 100
Computer Cost : 5,200 Turns per Warp: 2 Offensive Odds: 2.0:1
Ship Hull Cost : 2,750 Mine Max: 0 Beacon Max: 10
Ship Base Cost : 15,950 Genesis Max: 0 Long Range Scan? Yes
TransWarp Drive? No Planet Scanner? Yes
Max Fighters Per Attack: 250 Photon Missiles? No
Max Transporter Range : 0
Ship Category #3 Ship Class : Missile Frigate
Missile Frigates are really nothing more than a retro-fitted Merchant
Cruiser. They maintain the same speed and range of the Merchant but can
carry twice the firepower. Commanding a Frigate means that you cannot
take advantage of much of the additional starship equipment available,
but their combat advantages make up for that. The Missile Frigate is
the only ship outfitted to carry the awesome Photon Missile. These
weapons of destructions can turn StarPorts into space junk in short
order. The Photon Missile was also used effectively in the Trantorian
conflict to totally destroy the enemy's home planet.
Basic Hold Cost: 6,000 Initial Holds: 12 Maximum Holds: 60
Main Drive Cost: 1,000 Max Fighters: 5,000 Maximum Shields: 400
Computer Cost : 82,800 Turns per Warp: 3 Offensive Odds: 1.3:1
Ship Hull Cost : 11,000 Mine Max: 5 Beacon Max: 5
Ship Base Cost : 100,800 Genesis Max: 0 Long Range Scan? No
TransWarp Drive? No Planet Scanner? No
Max Fighters Per Attack: 2,000 Photon Missiles? Yes
Max Transporter Range : 2
Ship Category #4 Ship Class : BattleShip
The Corellian Battleship is a dangerous craft indeed! This ship packs
the most punch of any ship in the Federation. Battleship's can carry
four times the fighters of a Merchant and deliver them with a much
higher degree of effectiveness due to their superior combat computers.
The shield generators on Battleships are capable of shielding the ship's
fighters as well. This craft is one of the more prestigious and powerful
ships available today.
Basic Hold Cost: 8,000 Initial Holds: 16 Maximum Holds: 80
Main Drive Cost: 1,000 Max Fighters: 10,000 Maximum Shields: 750
Computer Cost : 61,500 Turns per Warp: 4 Offensive Odds: 1.6:1
Ship Hull Cost : 18,000 Mine Max: 25 Beacon Max: 50
Ship Base Cost : 88,500 Genesis Max: 1 Long Range Scan? Yes
TransWarp Drive? No Planet Scanner? Yes
Max Fighters Per Attack: 3,000 Photon Missiles? No
Max Transporter Range : 8
Ship Category #5 Ship Class : Corporate FlagShip
Few words can actually describe the sheer awe associated with a
Corporate Flagship. Only available to Corp CEOs, this huge craft is
the ultimate in power and capability. Not only can it carry up to
20,000 fighters at one time, this ship carries a powerful combination
of options that will make any foe turn tail and run.
The most impressive capability of the Flagship is the TransWarp Drive.
This device enables the ship to TransWarp to any other sector in the
Universe provided one of your fighters is already there emitting a
locator beam. Without this, a ship can disappear into TransWarp and
never be seen again.
Basic Hold Cost: 10,000 Initial Holds: 20 Maximum Holds: 85
Main Drive Cost: 5,000 Max Fighters: 20,000 Maximum Shields: 1,500
Computer Cost : 120,000 Turns per Warp: 3 Offensive Odds: 1.2:1
Ship Hull Cost : 28,500 Mine Max: 100 Beacon Max: 100
Ship Base Cost : 163,500 Genesis Max: 10 Long Range Scan? Yes
TransWarp Drive? Yes Planet Scanner? Yes
Max Fighters Per Attack: 6,000 Photon Missiles? No
Max Transporter Range : 10
Ship Category #6 Ship Class : Colonial Transport
The Colonial Transport is a massive structure that can only barely be
called a ship. This huge craft is ideal for moving large amounts of
products or colonists from place to place. Though it has a standard
drive, this ship is rather slow due to the mass involved. Also, the
combat computers are rather limited on this craft due to the excessive
needs of the navigation computers. The Transport is not outfitted for
carrying or deploying mines. Conflict brings the Transport's major
weakness to light. Due to the size of the craft, it is very hard to
defend against fighters.
Basic Hold Cost: 27,000 Initial Holds: 50 Maximum Holds: 250
Main Drive Cost: 1,000 Max Fighters: 200 Maximum Shields: 500
Computer Cost : 10,400 Turns per Warp: 6 Offensive Odds: 0.6:1
Ship Hull Cost : 25,200 Mine Max: 0 Beacon Max: 10
Ship Base Cost : 63,600 Genesis Max: 5 Long Range Scan? No
TransWarp Drive? No Planet Scanner? Yes
Max Fighters Per Attack: 100 Photon Missiles? No
Max Transporter Range : 7
Ship Category #7 Ship Class : CargoTran
The CargoTran is a large ship indeed. Though not as fast as some of its
related trading cousins, this ship can move vast amounts of goods. It is
typically a pacifist's ship as it does not carry much in the way of
offensive capabilities but it's very large array of holds makes up for all
of that. The large shield capacity of this craft makes it safe to wander
hostile territory as well. This ship is considered by many to be one of
the top money-makers in the Universe.
Basic Hold Cost: 27,000 Initial Holds: 50 Maximum Holds: 125
Main Drive Cost: 1,000 Max Fighters: 400 Maximum Shields: 1,000
Computer Cost : 11,050 Turns per Warp: 4 Offensive Odds: 0.8:1
Ship Hull Cost : 12,900 Mine Max: 1 Beacon Max: 20
Ship Base Cost : 51,950 Genesis Max: 2 Long Range Scan? Yes
TransWarp Drive? No Planet Scanner? Yes
Max Fighters Per Attack: 125 Photon Missiles? No
Max Transporter Range : 5
Ship Category #8 Ship Class : Merchant Freighter
The Merchant Freighter is the ideal ship for those traders that do not want
to concern themselves with political matters. It is not a very powerful
ship in combat, but its strengths are many. This ship can carry a large
number of shields and manages to outdistance most ships. After all, "Those
who fight and run away, live to fight another day" still holds very true in
the universe as we know it today.
Basic Hold Cost: 15,000 Initial Holds: 30 Maximum Holds: 65
Main Drive Cost: 2,000 Max Fighters: 300 Maximum Shields: 500
Computer Cost : 9,600 Turns per Warp: 2 Offensive Odds: 0.8:1
Ship Hull Cost : 6,800 Mine Max: 2 Beacon Max: 20
Ship Base Cost : 33,400 Genesis Max: 2 Long Range Scan? Yes
TransWarp Drive? No Planet Scanner? Yes
Max Fighters Per Attack: 100 Photon Missiles? No
Max Transporter Range : 5
Ship Category #9 Ship Class : Imperial StarShip
The commercial version of a Federation StarShip is not available to just
anyone. This craft is only available to those who are commissioned by the
Federation to aid in their cause. StarShips are the most closely guarded
technology in existence. They can carry massive assault power and through
the use of the TransWarp drive, they can deliver this power almost anywhere.
The Imperial StarShip is truly the most powerful ship that a private
individual can command. More information about qualifying for a Federal
commission is available at a Police station near you.
Basic Hold Cost: 23,000 Initial Holds: 40 Maximum Holds: 150
Main Drive Cost: 10,000 Max Fighters: 50,000 Maximum Shields: 2,000
Computer Cost : 231,000 Turns per Warp: 4 Offensive Odds: 1.5:1
Ship Hull Cost : 65,000 Mine Max: 125 Beacon Max: 150
Ship Base Cost : 329,000 Genesis Max: 10 Long Range Scan? Yes
TransWarp Drive? Yes Planet Scanner? Yes
Max Fighters Per Attack: 10,000 Photon Missiles? Yes
Max Transporter Range : 15
Ship Category #10 Ship Class : Havoc GunStar
The Havoc Gunstar is a recently developed ship that owes its existence to
new developments in micro-miniaturization. This mid-sized ship is the only
one of its size to be able to house a TransWarp drive. Though it doesn't
carry a large amount of holds to fuel the TransWarp, it still has a decent
T-Warp range and can arrive at its destination packing a moderate fighting
force in the bargain. Watch for this ship to become the favorite of the
Mercenary legions in the Universe.
Basic Hold Cost: 6,000 Initial Holds: 12 Maximum Holds: 50
Main Drive Cost: 10,000 Max Fighters: 10,000 Maximum Shields: 3,000
Computer Cost : 48,000 Turns per Warp: 3 Offensive Odds: 1.2:1
Ship Hull Cost : 15,000 Mine Max: 5 Beacon Max: 5
Ship Base Cost : 79,000 Genesis Max: 1 Long Range Scan? Yes
TransWarp Drive? Yes Planet Scanner? No
Max Fighters Per Attack: 1,000 Photon Missiles? No
Max Transporter Range : 6
Ship Category #11 Ship Class : StarMaster
The StarMaster represents the latest in technological advances for star
travel, meeting the needs of those who desire a ship with great speed and
medium cargo capacity. Developed to counter the growing threat of space
piracy, the StarMaster possesses a formidable fire control and weapons
system, and a high shield capacity. The price for this state-of-art craft
is not cheap, but discerning traders will find that the investment will
pay for itself in the long run.
Basic Hold Cost: 10,000 Initial Holds: 20 Maximum Holds: 73
Main Drive Cost: 10,000 Max Fighters: 5,000 Maximum Shields: 2,000
Computer Cost : 29,000 Turns per Warp: 3 Offensive Odds: 1.4:1
Ship Hull Cost : 12,300 Mine Max: 50 Beacon Max: 50
Ship Base Cost : 61,300 Genesis Max: 5 Long Range Scan? Yes
TransWarp Drive? No Planet Scanner? Yes
Max Fighters Per Attack: 1,000 Photon Missiles? No
Max Transporter Range : 3
Ship Category #12 Ship Class : Constellation
The Constellation is the direct offspring of the Correlian Battleship.
While not quite as powerful as its distinguished parent, the Constellation
makes its own mark with greater speed and range. Traders have dubbed it
the "baby battleship", but this "infant" is one of the most powerful and
maneuverable ships available in the universe today.
Basic Hold Cost: 10,000 Initial Holds: 20 Maximum Holds: 80
Main Drive Cost: 10,000 Max Fighters: 5,000 Maximum Shields: 750
Computer Cost : 39,500 Turns per Warp: 3 Offensive Odds: 1.4:1
Ship Hull Cost : 13,000 Mine Max: 25 Beacon Max: 50
Ship Base Cost : 72,500 Genesis Max: 2 Long Range Scan? Yes
TransWarp Drive? No Planet Scanner? Yes
Max Fighters Per Attack: 2,000 Photon Missiles? No
Max Transporter Range : 6
Ship Category #13 Ship Class : T'Khasi Orion
The T'Khasi Orion is the perfect ship for traders who want the speed and
cargo capacity of the Merchant Freighter but need a bit more firepower.
Offering substantially higher combat odds and fighter capacity, the T'Khasi
Orion is an excellent intermediate ship.
Basic Hold Cost: 15,000 Initial Holds: 30 Maximum Holds: 60
Main Drive Cost: 10,000 Max Fighters: 750 Maximum Shields: 750
Computer Cost : 10,500 Turns per Warp: 2 Offensive Odds: 1.1:1
Ship Hull Cost : 6,750 Mine Max: 5 Beacon Max: 20
Ship Base Cost : 42,250 Genesis Max: 1 Long Range Scan? Yes
TransWarp Drive? No Planet Scanner? Yes
Max Fighters Per Attack: 250 Photon Missiles? No
Max Transporter Range : 3
Ship Category #14 Ship Class : Tholian Sentinel
Young corporations in need of planetary defense should consider the
Sentinel. With its new planetary combat guidance system, this ship's
normal combat odds of 1:1 shoot up to 4:1 when defending a corporate
planet. When an enemy ship enters a sector containing a Sentinel set in
defense of a corporate planet, the hostile vessel must first destroy the
Sentinel and all of its fighters before it may land and attempt any action
toward the planet. Remember: The Sentinel was designed primarily for
Planetary defense, if used for offensive purposes its combat odds are 1:1.
Basic Hold Cost: 5,000 Initial Holds: 10 Maximum Holds: 50
Main Drive Cost: 10,000 Max Fighters: 2,500 Maximum Shields: 4,000
Computer Cost : 25,000 Turns per Warp: 4 Offensive Odds: 1.0:1
Ship Hull Cost : 7,500 Mine Max: 50 Beacon Max: 10
Ship Base Cost : 47,500 Genesis Max: 1 Long Range Scan? Yes
TransWarp Drive? No Planet Scanner? No
Max Fighters Per Attack: 800 Photon Missiles? No
Max Transporter Range : 3
Ship Category #15 Ship Class : Taurean Mule
"Big, slow and ugly...", seem to be the words most often overheard when
someone is describing the Taurean Mule. Designed in direct competition
with the CargoTran, the Mule is somewhat faster and possesses a higher
cargo capacity, but it is even more vulnerable to piracy and attack than
it's competitor. However, this is still a good ship for traders who have
staked out "safe" trade lanes and do not have to worry about enemy attacks.
Basic Hold Cost: 28,000 Initial Holds: 50 Maximum Holds: 150
Main Drive Cost: 10,000 Max Fighters: 300 Maximum Shields: 600
Computer Cost : 10,300 Turns per Warp: 4 Offensive Odds: 0.5:1
Ship Hull Cost : 15,300 Mine Max: 0 Beacon Max: 20
Ship Base Cost : 63,600 Genesis Max: 1 Long Range Scan? Yes
TransWarp Drive? No Planet Scanner? Yes
Max Fighters Per Attack: 150 Photon Missiles? No
Max Transporter Range : 5
Ship Category #16 Ship Class : Interdictor Cruiser
A recently designed vessel, the Interdictor Cruiser is fast becoming
the great Equalizer of the Universe. It is as powerful as it is large
and packs a tremendous punch in modern combat. Unfortunately it cannot
use a TransWarp drive due to its size and its speed is not a great asset.
The major attraction of this vessel is the Interdictor Generator that
creates such a large gravity well that no other ship in its sector can
warp out! When an Interdictor Cruiser arrives on the scene you had
better give up all thoughts of running away. In addition this ship is not
an atmospheric craft and cannot land on any planets.
Basic Hold Cost: 5,000 Initial Holds: 10 Maximum Holds: 40
Main Drive Cost: 50,000 Max Fighters:100,000 Maximum Shields: 4,000
Computer Cost : 380,000 Turns per Warp: 15 Offensive Odds: 1.2:1
Ship Hull Cost : 104,000 Mine Max: 200 Beacon Max: 100
Ship Base Cost : 539,000 Genesis Max: 20 Long Range Scan? Yes
TransWarp Drive? No Planet Scanner? Yes
Max Fighters Per Attack: 15,000 Photon Missiles? No
Max Transporter Range : 20