RETURN TO SWITCHBOARD                   6A. Ship Missions                      
Return to Ships Sub-Menu   6B. Primary Enemy  
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 ABILITIES LISTED BY ABILITY:  
  ALCHEMY  
  Hull Slot 104 (Neutronic Refinery Ship)  
  Converts Minerals and Supplies into Neutronium.  
  1 KT of any Mineral + 1 Supply = 1 KT of Neutronium.  
  NAL Do not perform Alchemy function. (Registered only)  
  Hull Slot 105 (Merlin Class Alchemy Ship)  
  Converts Supplies into Minerals.  
  9 Supplies = 1 KT Duranium, 1 KT Tritanium, and 1 KT Molybdenum.  
  This ship will perform Alchemy function even if the ship has no fuel on board.  
  ald   Convert Supplies into Duranium only. 3 Supplies = 1 KT Duranium. (Registered only)  
  alm   Convert Supplies into Molybdenum only. 3 Supplies = 1 KT Molybdenum. (Registered only)  
  alt   Convert Supplies into Tritanium only. 3 Supplies = 1 KT Tritanium. (Registered only)  
  NAL Do not perform Alchemy function. (Registered only)  
 
 
  ADVANCED ALCHEMY  
  Hull Slot 97(Aries Class Transport)  
  Converts Minerals into Neutronium. (Registered only)  
  1 KT of any Mineral = 1 KT of Neutronium.  
  Can only be shut off by having full fuel tanks or by having no Minerals in cargo.  
 
 
  BIOSCANNER  
  Hull Slot 9 (Brynchild Class Escort)  
  Hull Slot 96 (Cobol Class Research Cruiser)  
  If Ship Mission is set to Sensor Sweep, Bioscanner will report the type and number of  
  Natives on about 20% of all enemy and unowned Planets within sensor range.  
  Will also report the temperature of these Planets.   
  20 Defense Posts will shield a Planet from the Bioscanner.  
  The Evil Empire (Race 8) can fool the Bioscanners by giving false information.  
  The Evil Empire (Race 8) cannot fool the Bioscanners belonging to The Rebels (Race 10).  
  Hull Slot 84 (Pawn Class Baseship)  
  If Mission is set to Sensor Sweep, Bioscanner will report the type and number of  
  Natives on 100% of all enemy and unowned Planets within sensor range.  
  Will also report the temperature of these Planets.   
  20 Defense Posts will shield a Planet from the Bioscanner.  
  The Evil Empire (Race 8) can fool the Bioscanners by giving false information.  
  The Evil Empire (Race 8) cannot fool the Bioscanners belonging to The Rebels (Race 10).  
 
 
  CLIMATE CONTROL   
  Hull Slot 3 (Bohemian Class Survey Ship)  
  Warms the Planet this Ship is in orbit of by 1 degree per turn (up to a temp of 50 degrees)  
  Hull Slot 8 (Eros Class Research Vessel)  
  Cools the Planet this Ship is in orbit of by 1 degree per turn (down to a temp of 50 degrees)  
  Hull Slot 64 (Onyx Class Frigate)   
  Warms the Planet this Ship is in orbit of by 1 degree per turn (up to a temp of 99 degrees)  
  Warms the Planet this Ship is in orbit of by 1 degree per turn (up to a temp of 100 degrees) (Host 3.22.005)  
 
 
  CLOAK  
  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 Thron 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)  
  While Cloaked, this Ship will not show up on enemy Scanners.  
  There is a % chance the Cloak will fail. (Hconfig)  
  A Ship with out fuel cannot Cloak.  
  Cloaking burns fuel. The amount is set by the (Hconfig) and is also determined by Ship's Mass.  
  The mass of the ship affects the amount of fuel used to cloak  
  FuelUsed = MAX[CloakCost, (TRUNC( (Hullmass/100)*CloakCost) )]  
  A Ship cannot Cloak inside an Ion Storm.  
 
 
  ADVANCED CLOAK - (Host 3.22.005)  
  Hull Slot 29 (Dark Wing Class Battleship)  
  Hull Slot 31 (Resolute Class Battleship)  
  Same features as CLOAK  
  Burn no fuel to Cloak  
  Can Cloak in an Ion Storm  
 
 
  CHUNNEL  
  Hull Slot 56 (Firecloud Class Cruiser)  
  Chunnel to another Ship of this type. Set Friendly Code to NNN, where NNN = ID of target Firecloud.   
  Both Ships must have a Speed set to 0.  
  Chunneling Ship must have at least 50 KT of fuel. Chunneling burns 50 KT of fuel. Target Ship must have at least 1 KT of fuel.  
  If a Chunneler is being towed, it cannot Chunnel. However, if the towing ship runs out of fuel, the Chunneler can Chunnel  
  that same turn. A Chunneler cannot tow another Ship while Chunneling.   
  The range is minimum 100 light years and maximum 5000 light years. (Misprint - actually the minimum is 10 light years)  
  All other Ships at same location as Chunneler are pulled through also. Enemy Ships can also 'Chunnel' if:  
  They are cloaked OR They have no fuel OR Their Speed is 0 OR They have same FC as Chunneling Ship.  
  All Chunneling Ships have no shields after Chunneling. All Cloaked Chunnelers remain Cloaked.  
 
 
  GAMBLING  
  Hull Slot 42 (Lady Royale Class Cruiser)  
  Generates 1 Megacredit for every Clan on board this Ship.  
  Megacredits are generated the same turn Colonists are beamed down to a Planet.  
  This Ship must have fuel on board to perform this action.  
 
 
  GLORY DEVICE   
  Hull Slot39 (D9B Nefarious Class Destroyer)  
  This Ship explodes after moving, damaging all other Ships at same location by using Friendly Code pop.  
  The damage inflicted on other Ships is 20%. Therefore, 5 of these Ships will destroy all other Ships.  
  This Ship explodes when a Cloaked enemy Ship is detected at same location by using Friendly code trg.  
  The damage inflicted on other Ships is 20%. Therefore, 5 of these Ships will destroy all other Ships.  
  If Ship Mission is set to Kill, then any Cloaked enemy Ship will set Glory Device off.  
  If Primary Enemy only is set, then only that Race's Cloaked Ships will set off Glory Device.  
  If the Glory Device is used at a Planet location, it will destroy 40 % of Colonists, 40% of Natives and 25% of Structures.  
  Siliconoid, Reptilian, and Bovinoid Natives as well as Lizard (Race 2) and Crystal (Race 7) Colonists are immune to the Glory Device.
  Converts all Amorphous Natives into Supplies at a rate of 1 Supply for every 1,000 Natives.  
  Glory Device works even if the Ship has no fuel.  
  Hull Slot 41 (Saber Class Frigate)  
  Same as for Hull Slot 39 (D9B Nefarious Class Destroyer) except the damage done is only 10%, not 20%  
 
 
  GRAVITONIC ACCELERARTOR  
  Hull Slot 44 (BR4 Class Gunship)  
  Hull Slot 45 (BR5 Kaye Class Torpedo Boat)  
  Hull Slot 46 (Meteor Class Blockade Runner)  
  These Ships will travel at twice the normal distance. For instance, at Warp 9, the Ships  
  will travel at 162 light years per turn instead of 81 light years per turn.  
 
 
  HYPERDRIVE   
  Hull Slot 51 (B200 Class Probe)  
  Hull Slot 77 (PL 21 Probe)  
  Hull Slot 87 (Falcon Class Escort)  
  Initiates Hyperjump by setting Friendly Code to HYP. Waypoint must be set to at least 21 light years away and a warp speed of at least 1.
  Ship jumps 350 light years and burns 50 KT of fuel.   
  With WinPlan, an exact Hyperjump of between 340 and 360 light years is possible. Just set the exact Waypoint.  
  Hyperjumping Ship cannot have Mission set to Intercept and cannot be towing or towed.  
  Hyperjumping Ship will avoid Minefields.  
  After Hyperjumping, the Ship will have a Speed of 0 and no Waypoint set.  
 
 
  IMPERIAL ASSAULT  
  Hull Slot 69 (Super Star Destroyer)  
  Beam down at least 10 Clans to enemy Planet.   
  Enemy Colonists are killed and all Defense Posts destroyed. This Ship's owner now owns the Planet.  
  This Ship must be undamaged and must have fuel.  
 
 
  IMMUNE TO ATT AND NUK   
  Hull Slot 69 (Super Star Destroyer)  
  This Ship is immune to the Planetary Friendly Codes ATT and NUK. Planets set to these Friendly Codes  
  will not attack this Ship.  
 
 
  RAMSCOOP  
  Hull Slot 96 (Cobol Class Research Cruiser)  
  Produces 2 KT of fuel for every 1 light year travelled. (Hconfig)  
  This Ship produces fuel even while towing another Ship, but not when being towed.  
  This Ship does not produce fuel when on an Intercept Mission.  
 
 
  TACHYON SHIP  
  Hull Slot 7 (Loki Class Destroyer)  
  Tachyon burst causes all Cloaking Ships within 10 light years of this Ship to decloak.  
  This takes place both before and after movement.  
  This Ship must have fuel and less than 20 % damage to perform this action.  
  The Federation (Race 1) and The Lizard (Race 2) Cloaked Ships are immune  
  to this Ship.  
  The Birdmen (Race 3) are immune to this Ship. (Hconfig)  
  This Ship Ability works with the Registered version only.