All of the various types of ships and stations used in the Basic Game are described below. Besides a short report about the ship, each description includes the number of hull points the vessel has, the movement information, the Damage Control Rating, the types of weapons it can carry as well as how many limited supply weapons (torpedos and rockets) it carries, and the defensive systems built into the ship.

Not all ships of the same type are identical. All ships of one type will have the same ADF, MR, DCR, and hull points. The weapon and defense information, however, lists the maximum amount of equipment a ship can carry. Many ships do not carry their maximum armament.


Fighter: Fighters are small, single-seat spaceships. They must be based on an assault carrier or a space station. Fighters are fast and maneuverable. but because they are small the only weapons they can carry are three assault rockets. Their size also makes them easy to destroy.

A fighter that has fired all of its assault rockets can dock at a station or assauIt carrier to rearm. In order to dock, the fighter must stop (have a speed of O) in the same hex as the station or assault carrier. To be rearmed, a fighter must spend one complete game turn on board its station or carrier. If the fighter's base is attacked, the fighter cannot be rearmed that turn. A fighter that is docked cannot be attacked. A fighter may also land on a planet for rearming. To do so it must first orbit the planet (re: ending it's move in a hex adjacent to a planet with a speed of zero), and then it may enter the atmosphere onthe next turn.  There are two weapons configurations for a fighter, it can have either configuration but prior to launch the specific configuration must be stated and it can not change until the fighter docks with a station or carrier, or if it lands on a planet with a host base.

Hull Size:1    Hull Points:8    Propulsion:Space
ADF:MR:5   DCR:30
Weapons:pod Laser, assault rocket OR 3 assault rockets
Defenses:reflective hull

Assault Scout:
Assault scouts are larger than fighters, and carry five crew members and can have up to seven troops. They are as fast as fighters, and are big enough to operate without a base station or carrier. They are lightly armed and easily damaged, however.

Like fighters, assauIt scouts can rearm at a space station. They cannot be attacked while docked at the station. Assault scouts cannot be rearmed at assault carriers, but they may land on a planet like fighters.

Hull Size:3    Hull Points:15    Propulsion:Star
ADF:MR:4   DCR:50
Weapons:4 assault rockets, laser battery
Defenses:reflective hull

Frigates are small warships, carrying about 25 crew members and up to 15 troops. They are commonly used as patrol ships by the UPF, as they are large enough to handle most pirate ships and other criminal vessels. The smallest of the big ships, they are often considered as capital ships whether serving as a flagship for local planetary militias or operating under UPF detachment. Frigates and larger warships may not land on a planet.

Hull Size:5    Hull Points:40    Propulsion:Star
ADF:MR:3   DCR:70
Weapons:laser cannon, laser battery, 2 torpedos, 4 rocket batteries
Defenses:reflective hull, 1 masking screen, 4 ICMs

Destroyers are slightly larger than frigates, and also a little slower. They carry 30 crew members and up to 20 troops. Their main function is to escort larger ships, but otherwise performs as a frigate.
Hull Size:6    Hull Points:50    Propulsion:Star
ADF:MR:3   DCR:75
Weapons:laser cannon, 2 laser batteries, 2 torpedos, 4 rocket batteries
Defenses:reflective hull, 2 masking screen, 4 ICMs

Light Cruiser:
These large ships are among the latest in warfare. They are fast and well armed, but can not absorb as much damage as a heavy cruiser or battleship. They carry 60 crew members and up to 40 troops. A light cruiser will be dispatched to settle a dispute or establish a strong military presence, as even the strongest of civilian ships is no match.
Hull Size:12    Hull Points:70    Propulsion:Star
ADF:MR:2   DCR:100
Weapons:laser cannon, 2 laser batteries, 4 torpedos, 6 rocket batteries
Defenses:reflective hull, 3 masking screens, 6 ICMs

Assault Carrier:
This type of ship is a relatively new development. Assault carriers carry groups of six to twelve fighters through the Void, launching the fighters where they are needed and taking them back on board to refuel and rearm. An assault carrier carries 160 crew members along with 240 flight crew members to support the fighter craft.
Hull Size:15    Hull Points:75    Propulsion:Star
ADF:MR:1   DCR:150
Weapons:2 laser batteries, 8 rocket batteries; 6-12 fighters
Defenses:reflective hull, 3 masking screens, 8 ICMs

Heavy Cruiser: These large ships were the first space battleships. Advances in technology have caused them to be downgraded to cruisers, and they tend to be slow and somewhat clumsy compared to most modern warships. However, they make up for lacking performance with a heavy offense and a resiliently strong hull structure. They carry 70 crew members and up to 50 troops.
Hull Size:16    Hull Points:80    Propulsion:Star
ADF:MR:1   DCR:100
Weapons:laser cannon, 3 laser batteries, 6 torpedos, 8 rocket batteries
Defenses:reflective hull, 4 masking screens, 8 ICMs

Battleship: These galactic dreadnoughts are the mightiest vessels to travel between the stars. The UPF has only a few of them, and they usually stay near the largest space stations. Battleships have never fought in ship-to-ship battles, so their effectiveness is a matter of theory. A battleship carries 150 crew members and up to 100 troops.
Hull Size:20    Hull Points:120    Propulsion:Star
ADF:MR:2   DCR:200
Weapons:laser cannon, 4 laser batteries, 8 torpedos, 10 rocket batteries
Defenses:reflective hull, 4 masking screens, 12 ICMs

Orbital Space Stations

Space Station: These are large outposts that orbit planets. A space station has no engines to move itself; it simply serves as a base of operations for other ships. Any ship can dock at a space station by entering the station's hex and stopping there. At the end of the movement phase, the ship's counter is placed under the station's counter to show that it has docked. As long as the ship remains there. it is linked to the station, and people and supplies can move back and forth freely. The ship can leave the station during its movement phase, and pays no penalty for doing so. When the station moves, the ship that is leaving does not move with the station. It can move normally during its movement phase.

A docked ship can use its battery weapons to help defend the station. A docked ship cannot fire any forward-firing weapons. torpedos or ICMs. An attacker must declare whether his ship is firing at the space station or at a ship that is docked with the station. Any docked ship except fighters and assault scouts can be attacked by enemy ships. If a station is destroyed while ships are docked at it, each docked ship takes points of damage equal to one-half of the station's original hull points. If a ship is destroyed while docked, the station takes points of damage equal to one-half of the ship's original hull points.

Hull Points:20 to 200
Weapons:1 to 3 laser batteries, 2 to 12 rocket batteries
Defenses:reflective hull, 1 to 4 masking screen, 2 to 8 ICMs

Fortified Military Stations: Like a space station, a military station serves as a base to a fleet or militia. Civilian craft rarely are permitted access to them, and are usually admitted under escort by a warship in dire situations. A civilian station always orbits nearby a military station at any established UPF charter world.
Hull Points:40 to 400
Weapons:4 to 12 laser batteries, 4 to 24 rocket batteries
Defenses:reflective hull, 3 to 12 masking screen, 6 to 36 ICMs