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1. Introduction to VGA Planets   7. Minefields Sub-Menu   6C. Fix/Recycle Ships  
2. Race Information Sub-Menu   8. Combat Sub-Menu   6D. Cargo  
3. Friendly Codes Sub-Menu   9. Ion Storm Sub-Menu   6E. Movement  
4. Planet Information Sub-Menu   10. Misc. Information Sub-Menu   6F. Ship Combat  
5. Starbase Information Sub-Menu   11. Strategy and Strategy Guides   6G. Ship Hull List  
6. Ship Information Sub-Menu   12. Add-on Information   6H. Ship Hulls by Race  
  6I. Special Abilities and FCs  
  6J. Ship Hulls by Hull and Race  
SHIP MISSIONS:  
  Ship Missions:  
  There are a variety of Missions that a Ship can perform. By setting this Mission, a Ship will actively   
  attempt to perform that action as long as all conditions are met.   
  Not all Missions are available to all Ships.  
  A ship without fuel cannot perform any Ship Mission, except Exploration, Sensor Sweep, and Colonize.  
  The following is a list of all the Ship Missions available. Not all Ships are capable of doing all Missions:  
  Exploration:  
  Ship must be in orbit of a Planet for this to work.  
  If the Planet is unowned, Explore Missions report on the Planet's Climate, Minerals and Native population.  
  If the Planet is owned by an enemy, Explore Missions give information on enemy Colonists and  
  whether there is an enemy Starbase.  
  Lay Mines:  
  Requires a Ship with Torpedo Tubes.  
  Lay Mines Mission converts the Ship’s Torpedoes into Mines and creates a Minefield.  
  The number of Minefield units = number of Mines * (tech level)^2 .  
  The radius of a Minefield = SQR (number of Minefield units).  
  Example: (100 tech 6 Torpedoes would yield 3600 Mine units) (the Minefield would have a radius of 60 light years)
  (the Minefield would be 120 LY across)  
  The amount of damage done to a Ship that hits a Mine depends on the Mass of the Ship's Hull.  
  Cargo and fuel Masses will not help to save the Ship.  
  Damage % = 10,000 / (the Hull Mass) .  
  A Ship being towed cannot hit a Mine.  
  Mines will destroy enemy Mines if laid at same location in space (Hconfig).  
  Laying new Mines will not destroy allied Mines (Host 3.22.011).  
  Mine Sweep:  
  Requires a Ship with Beam Weapons.  
  Mine Sweep Mission allows a Ship to see enemy Minefields.  
  Mine Sweep Mission destroys enemy Minefields by destroying the Mine units.  
  Mine Sweep Mission destroys your Minefields by scooping up Mine units and converting them  
  into Torpedoes (requires a Torp Ship with Beam Weapons)  
  The number of Minefield units that are destroyed per turn by a Ship doing a Mine Sweep Mission  
  depends on the number of Beam Weapons and their tech level. The number of units destroyed  
  equals:  (number of Beams) * (Beam tech)^2  
   The Ship sweeps ALL Minefields that it is in and all Minefields within 25 light years (except Web Mines). (Hconfig)
  To sweep a Web Minefield, a Ship must be inside the Minefield. (Hconfig)  
  Colonial (Race 11) Fighters sweep 40 Mines for each Fighter. They have a Mine Sweep range of 100 light years.  
  Kill:  
  A Ship set to this Mission will attack any enemy Ship it encounters.  
  Matching Friendly Codes will override this Ship Mission.  
  Sensor Sweep:  
  Any Ship is capable of performing this Mission.  
  The Ship will use its sensors to scan all Ships and Planets within range.  
  A Planet will be detected if it has less than 15 Defense Posts and has either more than 15 Factories or more than 20 Mineral Mines.
  Every Defense Post reduces the odds of a Ship detecting a Planet by 6.666%.  
  Any Planet with no Defense Posts and more than 15 Factories or more than 20 Mineral Mines will be detected.
  The percentage odds that an enemy Planet will show up on a scan are: SQR (Mineral Mines + Factories) * 0.2 – SQR (Planetary Defense)
  Any Planet with 100 Defense Posts cannot be picked up on Sensor Sweeps.  
  This means that the Planet will appear to you to be unowned.  
  Colonize:  
  Any Ship set to this Mission will be Recycled, as the Colonists on board will use the Ship for parts in forming a colony.
  A percentage of the Ship will be converted into Minerals and stored on the Planet's surface. (Hconfig)  
  Megacredits on board are not recovered, but any Fighters on board are Recycled.  
  Tow:  
  This Mission allows Ships with two or more Engines to tow another Ship.  
  Ships with one Engine cannot tow (hconfig)  
  A Ship with one Engine can always be towed by a Ship with two or more Engines  
  A Ship trying to break tow will do so if its warp factor is higher and it’s waypoint is set to more than one turns movement rate.
  Two Ships trying to tow each other will cancel each other out unless one has a higher warp setting, in which case that 
  Ship will win and successfully tow the other.  
  A 'losing' Ship will be towed and its Mission gets reset from 'Tow X Ship' to 'Tow' .  
  If a Ship trys to tow and fails, its warp speed is reset to 0.  
  If a Ship has less than 25 KT of fuel, it will not be able to break tow.  
  Intercept:  
  This Mission allows the Ship to head towards another Ship, no matter what the heading is set to.  
  You must be within 200 light years of the target in order to set an Intercept course (Host 3.22.015).  
  Cloaking Intercept: Cloaking Ships that are set to Intercept will attack the target Ship first, before other   
  other Ships that move to the same location.  
  In other words, Cloaked Intercepting Ships always do battle before all other attacking Ships.  
  Intercepting ships can be sucked in by warp wells (Host 3.22.028).  
  You can Intercept your own Cloaked Ships (Host 3.22.028).  
  Cloak:  
  This Mission requires a Ship with a Cloaking Device.  
  Ship Hulls equipped with a Cloaking Device:  
  HULL SLOT 21 (REPTILE CLASS DESTROYER)  
  HULL SLOT 22 (LIZARD CLASS CRUISER)  
  HULL SLOT 25 (SAURIAN CLASS LIGHT CRUISER)  
  HULL SLOT 26 (WHITE FALCON CLASS CRUISER)  
  HULL SLOT 27 (SWIFT HEART CLASS SCOUT)  
  HULL SLOT 28 (FEARLESS WING CRUISER)  
  HULL SLOT 29 (DARK WING CLASS BATTLESHIP)  
  HULL SLOT 31 (RESOLUTE CLASS BATTLESHIP)  
  HULL SLOT 32 (BRIGHT HEART CLASS DESTROYER)  
  HULL SLOT 33 (DETH SPECULA CLASS FRIGATE)  
  HULL SLOT 36 (D7 COLDPAIN CLASS CRUISER)  
  HULL SLOT 38 (D3 THORN CLASS DESTROYER)  
  HULL SLOT 43 (DWARFSTAR CLASS TRANSPORT)  
  HULL SLOT 44 (BR4 CLASS GUNSHIP)  
  HULL SLOT 45 (BR5 KAYE CLASS TORPEDO BOAT)  
  HULL SLOT 46 (METEOR CLASS BLOCKADE RUNNER)  
  HULL SLOT 47 (REDWIND CLASS CARRIER)  
  This Mission allows a Ship to not show up on enemy Scanners.  
  There is a % chance the Cloak will fail. (Hconfig)  
  A Ship without fuel cannot Cloak.  
  Cloaking burns fuel. The amount is set by the (Hconfig) and is also determined by the Ship's Mass.  
  A Ship cannot Cloak inside an Ion Storm.  
  Beam Up Fuel:  
  This Mission allows a Ship to beam up Neutronium automatically when orbiting a friendly Planet  
  or an unowned Planet.  
  The Ship using this Mission does not need to have any fuel on board.  
  Before (Host 3.22.010) Ships could not beam up Cargo from Planets with same ID#.  
  Beam Up Duranium:  
  This Mission allows a Ship to beam up Duranium automatically when orbiting a friendly Planet  
  or an unowned Planet.  
  Before (Host 3.22.010) Ships could not beam up Cargo from Planets with same ID#.  
  Beam Up Tritanium:  
  This Mission allows a Ship to beam up Tritanium automatically when orbiting a friendly Planet  
  or an unowned Planet.  
  Before (Host 3.22.010) Ships could not beam up Cargo from Planets with same ID#.  
  Beam Up Molybdenum:  
  This Mission allows a Ship to beam up Molybdenum automatically when orbiting a friendly Planet  
  or an unowned Planet.  
  Before (Host 3.22.010) Ships could not beam up Cargo from Planets with same ID#.  
  Beam Up Supplies:  
  This Mission allows a Ship to beam up Supplies automatically when orbiting a friendly Planet  
  or an unowned Planet.  
  Before (Host 3.22.010) Ships could not beam up Cargo from Planets with same ID#.  
  Super Refit:  
  This Mission allows The Federation (Race 1) to replace lower tech Ship Components  
  with higher tech Components that are in storage at a Starbase.  
  Hiss:  
  This Mission allows The Lizareds (Race 2) to raise the happiness of a Planet's Colonists  
  and Natives by Hissing.  
  Requires a Ship with Beam Weapons  
  Super Spy:  
  This Mission allows The Birdmen (Race 3) to see an enemy Planet's Friendly Code.   
  Each Ship performing this Mission has a 20% (cumulative) chance of resetting the Friendly Code.  
  Pillage:  
  This Mission allows The Fascists (Race 4) to plunder a Planet for Minerals and Megacredits.  
  It will, however, lower the Happiness of the population. But who cares if it's an enemy Planet!  
  This Mission will also report Native and Colonist populations.  
  Rob Ship:  
  This Mission allows The Privateers (Race 5) to steal fuel and Minerals from enemy Ships.  
  Caveat: If a target Ship is in orbit of a Planet and is beaming down Cargo, the Privateers can still Rob because
  the Rob Mission comes first in the Order of Host Operations.  
  However, if the target Ship beams down 1 KT of fuel, the entire Cargo transfer is allowed by Host.  
  This Mission require a Ship with Beam Weapons  
  Repair Self:  
  This Mission allows The Cyborg (Race 6) Ships to repair themselves in space at a rate of 10% per turn.  
  However, the Ship may not move while repairing.  
  Lay Web Mines:  
  This Mission allows The Crystals (Race 7) to lay Web Mines, instead of regular Mines.  
  This Mission does require a Ship with Torpedo Tubes.  
  A Web Mine does 10% of the damage of a normal Mine but causes enemy Ships to become stuck in the Web
  and the Ship will be forced to stop.  
  Web Mines Damage% = 1,000 / (the Hull Mass)  
  Web Minefields drain fuel from all enemy Ships within the Minefield at a rate of 25 KT per turn per Web Minefield
  Web Minefields drain an additional 50 KT of fuel (or about 1/6 of the Ship's fuel, whichever is greater) when
  a Ship hits a Web Mine.  
  Non Crystal (Non Race 7) Web Mines (created with miN Friendly Code) do not drain fuel from Ships inside the Minefield. Those Ships
  must hit a Mine before fuel is drained.  
  The Crystals (Race 7) are immune to Non Crystal (Race 7) Web Mines .  
  Dark Sense:  
  This Mission allows all The Evil Empire (Race 8) Ship captains to see Planets and Ships while in range. Similar to Sensor
  Sweep, but cannot be fooled by Defense Posts. The Rebels (Race 10) are immune to the Dark Sense.  
  Build Fighters In Space:  
  This Mission requires a Ship with Figher Bays.  
  This Mission allows The Robots (Race 9), and The Colonials (Race 11) to build Fighters on Carriers in  
  space. Minerals and Supplies to build the Fighers are required to be on board the Ship.  
  The Rebels (Race 10) can build Fightes in space, but do not need to set the Ship's Mission to do so.  
  Rebel Ground Attack:  
  Allows The Rebels (Race 10) to Sabotage a Planet with devastating effects.