recursal/Fanatic-Fandom huggingface dataset:
Sevastopol

The **Sevastopol** is a strategic heavy cruiser and a flagship. It is always available.

### Ship Card Information

* Card: Black
* Name: Sevastopol
* Thrust/Weight: 1
* Speed: 90km/h
* Range: 6210km
* Sensors/Radar: 750km
* Sensors/Tracking: 390km
* Sensors/Guiding: 6 missiles
* Sensors/IRST: 300km
* Sensors/ELINT: 1500km
* Price: 181040

Tanker: Designed to extend the range of strike groups.

Strategic Heavy Cruiser: *The flagship model in the Romani heavy cruiser range, envisioned as the core of a large strike group. With unparalleled standalone cruising capacity and the best armaments in the Imperial Fleet, this vessel is formidable even on its own.*

*The cruiser was sent into battle as soon as it was built, so it is still missing many of the non-vital systems it was designed to carry.*

Equipment:

* MK-2-180 SARMAT x3
* RD-59 x2
* R-5 ZENITH x8
* AK-725 VYMPEL x6
* MK-6-180 SQUALL x1
* IRS-1 Mars x2
* MP-404 x2
* MR-12 x2
* MP-21 x2
* MR-700 x1
* R-9 SPRINT x15
* MR-2M x2
* Kh-15N x2
* RD-51 x4

Ship Roles:

* Tanker 21
* Air Superiority 15
* AA Defence 6
* Early Warning 5
* Nuclear Missile Carrier 4

### Shipworks Information

Main stats:

* Thrust/Weight: 1.0
* Speed: 90km/h
* Range: 6207km
* Consumption: 1739t/1000km
* Firepower: 60

Miscellaneous stats:

* Size: 217x134m
* Mass: 35392t
	+ Weapon: 12%
	+ Fuel: 29% [10800t]
	+ Armor: 19%
	+ Systems: 12%
	+ Hull: 22%
	+ Misc: 4%
* Thrust: 350MN
* Combat time: 4931 sec
* Power: 90MW (116%)
* Ammo: 27 (Need 26)
* IR signature: 1028km, chance 0
* Radar signature: 4936km, chance 0
* Radar: 750km
* Tracking: 393km
* Guiding: 6
* ELINT: 1500km
* IRST: 300km
* Crew: 660 (125%)
* Evacuation pods: 27%
* Price: 181040

Tips:

* The Sevastopol, while it can go toe to toe with many ships and survive, you should avoid sending it out on strike missions, and combat if at all. It's expensive to repair, EXTREMELY gas-hungry, and most importantly, very, very slow. It will take a day to get to a place that could take an hour or two for a ship like a Lightning to reach.
* The ship is best kept in the backlines, with at most, being with support ships like carriers and missile ships that should not be in direct combat, and where the speed of the ships matters less. You want to avoid engaging in WVR combat with this ship as much as possible because it will eat deeply into your funds otherwise.
* If possible, it maybe a good idea to take it to the Shipyard at any city and put on addition "fixed" engines, which have a better fuel efficency. This will do many things such as helping decrease how much fuel it guzzles, increasing speed and range. Beside this, extra CIWSs like extra AK-725 or replacing them and adding more 2A37 cannons for better air defense coverage.
* When reaching near Khiva, it is advisable to replace the R-5 Zenith racks with four cruise missiles (preferably nuclear like the Kh-15N/PN) for endgame nuclear strikes (as entering Khiva will automatically trigger the Nuclear War status).
Wanderer Mk2

The **Wanderer Mk2** is an auxiliary frigate. It needs to be unlocked.

### Ship Card Information

* Card: Green
* Name: Wanderer Mk2
* Thrust/Weight: 3
* Speed: 200km/h
* Range: 2300km
* Sensors/Radar: 500km
* Sensors/IRST: 240km
* Sensors/ELINT: 720km
* Price: 25490

Early Warning Ship: Designed to quickly detect enemy forces.

Auxiliary Frigate: [no description]

Equipment:

* NK-25 x2
* R-5 ZENITH x2
* 2A37 x3
* MR-500 x1
* IRS-1 Mars x1
* MP-21 x1
* D-30S x2

Ship Roles:

* Early Warning 4
* Air Superiority 2
* AA Defence 2
* Tanker 2

### Shipworks Information

Main stats:

* Thrust/Weight: 2.2
* Speed: 197km/h
* Range: 2322km
* Consumption: 378t/1000km
* Firepower: 8

Miscellaneous stats:

* Size: 57x61m
* Mass: 3616t
	+ Weapon: 13%
	+ Fuel: 25%
	+ Armor: 30%
	+ Systems: 14%
	+ Hull: 15%
* Thrust: 136MN
* Power: 18MW (133%)
* Ammo: 3 (Need 3)
* IR signature: 210km, chance 38
* Radar signature: 632km, chance 0
* Radar: 500km
* ELINT: 720km
* IRST: 235
* Crew: 110 (135%)
* Evacuation pods: 54%
* Price: 25490
Skylark

The **Skylark** is an Interceptor corvette. She is always available.

Interceptor: Designed for intercepting aerial targets.

Interceptor Corvette: *A light tanker retrofitted to carry EIS equipment, she's a simple, but quite useful ship. Her incredible range and excellent speed make her equally useful as a long-range reconnaissance unit and a tanker for a small task group.*

Equipment:

* D-30S x4
* D-30 x2
* MP-404 x1
* IRS-1 Mars x1

Ship Roles:

* Tanker 2
* Speed 1
* Early Warning 1

### Shipworks Information

Main stats:

* Thrust/Weight: 6.5
* Speed: 589km/h
* Range: 6487km
* Consumption: 135t/1000km
* Firepower: ARMLESS

Miscellaneous stats:

* Size: 47x61m
* Mass: 1695t
	+ Weapon: 0%
	+ Fuel: 55%
	+ Armor: 0%
	+ Systems: 23%
	+ Hull: 21%
* Thrust: 178MN
* Power: 8MW (134%)
* Ammo: 0 (Need 0)
* IR signature: 274km, chance 56
* Radar signature: 463km, chance 0
* ELINT: 1500km
* IRST: 216km
* Crew: 60 (162%)
* Evacuation pods: 50%
* Price: 13935
Typhon

The **Typhon** is a strategic cruiser. It cannot be unlocked without save editing.

## Ship Characteristics

### Weight

16880t-Weapon: 21%

-Fuel: 20%

-Armor: 19%

-Systems: 15%

-Hull: 23%

### Cost

111450

This ship is involved with the launch of nuclear missiles during the campaign, though it is fitted with conventional missiles in its design. In the campaign it is fitted with R-3N missiles, whilst the player-unlocked version utilizes standard R-3s. This may be because Total War triggers the nuclear war event resulting in all enemy strike groups arming themselves with nuclear equipment.

### Ship Card Information

* Card: Black
* Name: Typhon
* Thrust/Weight: 2
* Speed: 120km/h
* Range: 3700km
* Sensors/Radar: 750km
* Sensors/Tracking: 250km
* Sensors/Guiding: 2 missiles
* Sensors/IRST: 240km
* Sensors/ELINT: 1330km
* Jammer: 7660km
* Price: 111450

Missile Carrier: This vessel carries long-range conventional missiles.

Ship Roles:

* Missile Carrier 20
* Tanker 6
* AA Defence 5
* Early Warning 5

### Shipworks Information

Main stats:

* Thrust/Weight: 1.3
* Speed: 119km/h
* Range: 3699km
* Consumption: 864t/1000km
* Firepower: 12

Miscellaneous stats:

* Size: 171x102m
* Mass: 16880t
	+ Weapon: 21%
	+ Fuel: 20%
	+ Armor: 19%
	+ Systems: 15%
	+ Hull: 23%
* Thrust: 400MN
* Power: 42MW (117%)
* Ammo: 6 (Need 6)
* IR signature: 685km, chance 0
* Radar signature: 2782km, chance 0
* Radar: 750km
* Tracking: 250km
* Guiding: 2
* ELINT: 1328km
* IRST: 240km
* Jammer: 7657km
* Crew: 260 (108%)
* Evacuation pods: 46%
* Price: 111250

## Design

The Typhon's design is very similar to the Nomad, albeit the right-side 2x2 TC400 fuel tank has been split into a pair of 2x1 TC400s, with an array of 10 R-3 missile tubes mounted atop them. Additionally, the Typhon sports a slimmer tower and lacks the R-5 Zenith missile racks & flares of the Nomad.

### Strengths

* Powerful missile armament for eliminating garrisons and city-sized nuclear reactors.
* Excellent for missile defence thanks to its numerous R-9 Sprints and 2A37 CIWS.
* High jamming range for acting as a radar screamer and evading missiles.

### Weaknesses

* Miserable topside armour on the missile tubes.
* Very slow.
* Ammo boxes next to the fuel tanks are extremely vulnerable to fuel fires and armour-piercing ammunition.
* Poor armament for tactical combat.

### Equipment:

* RD-59 x2
* R-3 x10
* 2A37 x6
* MR-2M x2
* MR-700 x1
* R-9 SPRINT x9
* MP-404 x2
* IRS-1 Mars x1
* Jammer x4
* RD-51 x2
Fenek Mk2

The **Fenek Mk2** is an auxiliary corvette. It needs to be unlocked.

AA Defence Ship: Designed for protecting aerial groups against enemy aircraft and missile strikes.

Auxiliary Corvette: [no description]

Equipment:

* 2A37 x2
* NK-25 x2
* MR-12 x1
* R-9 SPRINT x4

Ship Roles:

* AA Defence 2
* Air Superiority 1
* Interceptor 1

### Shipworks Information

Main stats:

* Thrust/Weight: 2.4
* Speed: 214km/h
* Range: 939km
* Consumption: 212t/1000km
* Firepower: 4

Miscellaneous stats:

* Size: 43x37m
* Mass: 1536t
	+ Weapon: 20%
	+ Fuel: 12%
	+ Armor: 24%
	+ Systems: 26%
	+ Hull: 16%
* Thrust: 72MN
* Power: 8MW (109%)
* Ammo: 2 (Need 2)
* IR signature: 107km, chance 50
* Radar signature: 269km, chance 0
* Radar: 285km
* Tracking: 285km
* Guiding: 2
* Crew: 60 (120%)
* Evacuation pods: 0
* Price: 14270
Navarin

The **Navarin** is a hybrid fighter/bomber corvette. It is always available.

Air superiority ship: Designed for close-range aerial combat.

Attack Corvette: *A mainstay of the Fleet, as old as time, the Navarin is beloved by officers for her versatility and adored by pilots for her reliablity. She can handle anything - new artillery guns, new engines, even more equipment - without breaking a sweat. It's no wonder this ship remains in service after decades of use.*

Equipment:

* D-30 x4
* AK-725 Vympel x2
* ASO-75 x6
* R-5 Zenith x2
* FAB-1000 x2

Ship Roles:

* Air Superiority 2
* Strike 1
* Speed 1
* Defence 1

### Shipworks Information

Main stats:

* Thrust/Weight: 3.2
* Speed: 287km/h
* Range: 1570km
* Consumption: 152t/1000km
* Firepower: 8

Miscellaneous stats:

* Size: 49x33m
* Mass: 1594t
	+ Weapon: 25%
	+ Fuel: 14%
	+ Armor: 6%
	+ Systems: 23%
	+ Hull: 30%
* Thrust: 100MN
* Power: 12MW (145%)
* Ammo: 2 (Need 2)
* IR signature: 137km, chance 54%
* Radar signature: 283km, chance 0
* Crew: 60 (107%)
* Price: 13980
Lancer 2

Note: there is no Lancer 2 in 1.16 version

The **Lancer 2** is an attack frigate. It needs to be unlocked.

### Ship Card Information

* Card: Red
* Name: Lancer 2
* Thrust/Weight: 6
* Speed: 330km/h
* Range: 580km
* Price: 23150

Air superiority ship: Designed for close-range aerial combat.

Attack Frigate: [no description]

Equipment:

* NK-25 x4
* R-6 NADIR x2
* MK-2-180 SARMAT x1
* Palash-1 x4
* D-30S x2

Ship Roles:

* Air Superiority 3
* Interceptor 1
* Tanker 1

### Shipworks Information

Main stats:

* Thrust/Weight: 3.7
* Speed: 330km/h
* Range: 992km
* Consumption: 362t/1000km
* Firepower: 10

Miscellaneous stats:

* Size: 56x49m
* Mass: 3161t
	+ Weapon: 15%
	+ Fuel: 10%
	+ Armor: 38%
	+ Systems: 14%
	+ Hull: 20%
* Thrust: 208MN
* Power: 15MW (121%)
* Ammo: 4 (Need 4)
* IR signature: 317km, chance 0
* Radar signature: 467km, chance 0
* Crew: 110 (125%)
* Evacuation pods: 0%
* Price: 23150
Sudden Strike

**Sudden Strike** (also called Silent Strike) is a mechanic which allows you to take over Cities without alerting the enemy to your presence.

To successfully execute a Sudden Strike the Alarm must not be currently active and you need to reach the city and start combat before the enemy reacts to your presence. City garrisons rely on visual identification only with a range of 100km during the day in clear weather and 75km during the night or in bad weather. There is also a small degree of RNG involved in how fast you are spotted. Ship speed of 300km/h (at night, or during daytime in bad weather) and 400km/h (during the day in clear weather) is enough to guarantee sudden strike.

In the bottom right part of the UI you can see the chance of executing a Sudden Strike with currently selected ships - the number maxes out at 99%. You can also flip the switches to check your chance if enemy uses IRST or a Radar which will usually be a lot lower. Since city garrisons never have any IRST or Radar this is not an issue but it does make ambushing Convoys with a Cruiser escort, Strike Groups or Tactical Groups practically impossible unless you're using very specialised designs.

Executing a Sudden Strike has also an additional benefit of all enemy ships starting on the ground making aiming a lot easier, but be wary - the enemy can still shoot you and launch missiles. In addition, since AI can have only up to 3 ships in the air at a time, any additional craft will stay on the ground making them easy pickings. The ships will stay on the ground for 10 seconds unless you have bombs in your ship in which case they will stay on the ground for up to 30 seconds or until you drop all the bombs.

Finally note that even if you fail to reach the city in time and the alarm is raised it takes time for enemy to take off - indicated by a yellow bar on the strategic map - so you can still catch them on the ground.
Fury

The **Fury** is an attack heavy corvette. It needs to be unlocked.

### Ship Card Information

* Card: Red
* Name: Fury
* Thrust/Weight: 6
* Speed: 310km/h
* Range: 830km
* Price: 16860

Air superiority ship: Designed for close-range aerial combat.

Attack Heavy Corvette: [no description]

Equipment:

* NK-25 x4
* R-5 ZENITH x6
* ASO-75 x2
* MK-2-180 SARMAT x1

Ship Roles:

* Air Superiority 3
* Interceptor 1
* Tanker 1

### Shipworks Information

Main stats:

* Thrust/Weight: 3.4
* Speed: 306km/h
* Range: 947km
* Consumption: 295t/1000km
* Firepower: 14

Miscellaneous stats:

* Size: 51x37m
* Mass: 2149t
	+ Weapon: 23%
	+ Fuel: 12%
	+ Armor: 19%
	+ Systems: 17%
	+ Hull: 28%
* Thrust: 144MN
* Power: 12MW (106%)
* Ammo: 4 (Need 4)
* IR signature: 214km, chance 10
* Radar signature: 314km, chance 0
* Crew: 85 (101%)
* Escape pods: 70%
* Price: 16860
Ballistic

The **Ballistic** is an attack corvette. It needs to be unlocked.

### Ship Card Information

* Card: Red
* Name: Ballistic
* Thrust/Weight: 7
* Speed: 320km/h
* Range: 830km
* Price: 13520

Air superiority ship: Designed for close-range aerial combat.

Attack Corvette: [no description]

Equipment:

* NK-25 x2
* A-220 x1
* R-5 ZENITH x2
* D-30 x2
* ASO-75 x4

Ship Roles:

* Air Superiority 3
* Interceptor 1

### Shipworks Information

Main stats:

* Thrust/Weight: 3.6
* Speed: 319km/h
* Range: 950km
* Consumption: 210t/1000km
* Firepower: 10

Miscellaneous stats:

* Size: 49x33m
* Mass: 1748t
	+ Weapon: 27%
	+ Fuel: 10%
	+ Armor: 11%
	+ Systems: 20%
	+ Hull: 30%
* Thrust: 122MN
* Power: 12MW (104%)
* Ammo: 4 (Need 4)
* IR signature: 175km, chance 40
* Radar signature: 294km, chance 0
* Crew: 60 (105%)
* Price: 13520
ASO-75

The **ASO-75** is a flare launcher in Highfleet. When used the enemy(and friendly) heat-seeking missiles will fly in the direction of the flare then have their guidance disabled. Note that it's still possible to get hit with a missile if you somehow end up on its fly path. You always have 30 flares; additional ASO-75s only mean additional directions the flares come from. The flares are restocked for free once the combat ends.

* Description: *A 75mm decoy flare dispenser for use against heat-seeking missiles.*
* Name: ASO-75 Flares
* Price: 800
* Power need: 0MW
Lancer

The **Lancer** is an attack heavy corvette. It needs to be unlocked.

### Ship Card Information

* Card: Red
* Name: Lancer
* Thrust/Weight: 6
* Speed: 280km/h
* Range: 470km
* Price: 16770

Air superiority ship: Designed for close-range aerial combat.

Attack Heavy Corvette: [no description]

Equipment:

* NK-25 x4
* MK-2-180 SARMAT x1
* R-5 ZENITH x2
* Palash-1 x2

Ship Roles:

* Air Superiority 3
* Interceptor 1
* Tanker 1

### Shipworks Information

Main stats:

* Thrust/Weight: 3.1
* Speed: 277km/h
* Range: 977km
* Consumption: 327t/1000km
* Firepower: 10

Miscellaneous stats:

* Size: 49x40m
* Mass: 2381t
	+ Weapon: 20%
	+ Fuel: 12%
	+ Armor: 23%
	+ Systems: 17%
	+ Hull: 25%
* Thrust: 144MN
* Power: 12MW (106%)
* Ammo: 4 (Need 4)
* IR signature: 214km, chance 0
* Radar signature: 328km, chance 0
* Crew: 85 (108%)
* Escape pods: 70%
* Price: 16770
EC13

**EC13** is an Emergency Systems module. It allows you to extinguish fires in radius of 4 blocks. Each EC13 has one use and is refilled for free after combat.

* Description: *A rapid-action fire suppression system. Disperses liquid HALON 2402 to extinguish fires.*
* Name: EC13 FSS
* Price: 300
* Power need: 0MW
* Crew need: 2
Mockingbird

The **Mockingbird** is an interceptor corvette. It needs to be unlocked.

### Ship Card Information

* Card: Yellow
* Name: Mockingbird
* Thrust/Weight: 10
* Speed: 560km/h
* Range: 4750km
* Sensors/IRST: 300km
* Sensors/ELINT: 790km
* Price: 6390

Early Warning Ship: Designed to quickly detect enemy forces.

Interceptor Corvette: [no description]

Equipment:

* D-30 x2
* D-30S x2
* IRS-1 Mars x1
* MP-21 x1

Ship Roles:

* Early Warning 2
* Interceptor 1
* Tanker 1

### Shipworks Information

Main stats:

* Thrust/Weight: 6.2
* Speed: 558km/h
* Range: 4808km
* Consumption: 91t/1000km
* Firepower: ARMLESS

Miscellaneous stats:

* Size: 42x41m
* Mass: 1099t
	+ Weapon: 0%
	+ Fuel: 42%
	+ Armor: 0%
	+ Systems: 27%
	+ Hull: 29%
* Thrust: 114MN
* Power: 8MW (143%)
* Ammo: 0 (Need 0)
* IR signature: 171km, chance 88
* Radar signature: 291km, chance 45
* ELINT: 787km
* IRST: 300km
* Crew: 60 (214%)
* Price: 6390
アルフレッド

アルフレッド（Alfred）は、スヴォルに在住するGIVERである。

人称
--

概要
--

　スヴォル初代ロード。常に微笑みを携えた、理想的なリーダーの振る舞いをする。二十年前にスヴォルの街の町長に着任し、石炭鉱業を中心としていたもの閉山に伴い廃れたスヴォルを立て直した。GIFT法を施行した張本人である。シティ・ホールの最上階、執務室にて勤務している。

　国家レベルの広い人脈を持っており、スヴォルの自由な運営も黙認されている。

　一種魔術じみた「その人の真実を見抜く力」を持っている。この人の前で嘘をつくことはできない。対象の考えていること、過去、未来を見通すことができる。一種の千里眼。過負荷がかかると流血し、しばらく機能が停止する。

　目の権能は他者へ分配することが可能。劣化コピーではあるもの、他者に力を付与することができる。街を監視するシステム『EYES』や彼の親衛隊『SWORDS』には彼の権能が与えられている。

　右足が悪く杖をついている。

　ホテル・ミスティルのセドリックとは幼なじみ。彼のことを忘れたことはない。

### **特徴・プロフィール**

#### **性格**

　寛大でどこか浮世離れしている。他者の感情に疎い。人のふりをした機械のようだと揶揄される。

「小説の話の流れを理解することはできる。しかし、なぜ登場人物がこのような心情になるのか理解がつかない」

#### **デザイン**

　白を基調とした高価なスーツを着ている。その下の青のシャツも仕立てがいい。髪質は細く大人しい。

## 台詞サンプル

「こんにちは、私はアルフレッド。緊張はしなくていい。君のこと、君の宝物のことを、どうか聞かせてほしい」

「私はね、君の中のいちばんになりたいんだ」

「不快にしたかな、申し訳ない。どうにも盲目だな。人の心には」

「思考を、感情を見通せたところで、読めた書物が理解できなくて、私は何を得られるだろう」

## 登場作品

FATal Error

A blind Caller

in the DArk

in the fAll

## 他キャラクターとの関係

**セドリック**
運命。

**ベアトリクス**
義理の娘。

脚注
--

画像
--
Talos

The **Talos** is an attack corvette. It needs to be unlocked.

### Ship Card Information

* Card: Red
* Name: Talos
* Thrust/Weight: 6
* Speed: 360km/h
* Range: 1250km
* Price: 9810

Air superiority ship: Designed for close-range aerial combat.

Attack Corvette: [no description]

Equipment:

* AK-100 x2
* D-30 x2
* D-30S x2
* ASO-75 x2

Ship Roles:

* Air Superiority 1
* Interceptor 1

### Shipworks Information

Main stats:

* Thrust/Weight: 4.0
* Speed: 364km/h
* Range: 1425km
* Consumption: 140t/1000km
* Firepower: 4

Miscellaneous stats:

* Size: 49x34m
* Mass: 1685t
	+ Weapon: 18%
	+ Fuel: 11%
	+ Armor: 19%
	+ Systems: 16%
	+ Hull: 34%
* Thrust: 114MN
* Power: 8MW (130%)
* Ammo: 2 (Need 2)
* IR signature: 171km, chance 55
* Radar signature: 258km, chance 8
* Crew: 60 (127%)
* Price: 9810
Pegasus

The **Pegasus** is an auxiliary heavy corvette. It's one of the enemy Convoy ships most notable for its small IR signature which means it's very easy to randomly run into one without any warning, even with a Skylark. It cannot be obtained without editing game files.

### Ship Card Information

* Card: Green
* Name: Pegasus
* Thrust/Weight: 2
* Speed: 110km/h
* Range: 3460km
* Price: 8510

Air Superiority Ship: Designed for close-range aerial combat.

Auxiliary Heavy Corvette: [no description]

Equipment:

* D-30 x2
* AK-725 VYMPEL x2
* R-5 ZENITH x2

Ship Roles:

* Air Superiority 2
* AA Defence 1
* Tanker 1

### Shipworks Information

Main stats:

* Thrust/Weight: 1.3
* Speed: 113km/h
* Range: 3664km
* Consumption: 196t/1000km
* Firepower: 6

Miscellaneous stats:

* Size: 49x42m
* Mass: 2016t
	+ Weapon: 19%
	+ Fuel: 36%
	+ Armor: 0%
	+ Systems: 17%
	+ Hull: 26%
* Thrust: 25MN
* Power: 8MW (128%)
* Ammo: 2 (Need 2)
* IR signature: 68km, chance 31
* Radar signature: 337km, chance 0
* Radar: 210km
* Tracking: 210km
* Crew: 160 (355%)
* Price: 8510
Egida Mk2

The **Egida Mk2** is a strategic frigate. It needs to be unlocked.

### Ship Card Information

* Card: Black
* Name: Egida Mk2
* Thrust/Weight: 5
* Speed: 270km/h
* Range: 1060km
* Sensors/Radar: 500km
* Sensors/Tracking: 300km
* Guiding: 2 missiles
* Price: 30390

Missile Carrier: This vessel carries long-range conventional missiles.

Strategic Frigate: [no description]

Equipment:

* 2A37 x4
* D-30S x4
* NK-25 x2
* MR-500 x1
* MR-12 x1
* A-100 x2

Ship Roles:

* Missile Carrier 4
* Early Warning 3
* Air Superiority 2
* AA Defence 2

### Shipworks Information

Main stats:

* Thrust/Weight: 3.1
* Speed: 274km/h
* Range: 1059km
* Consumption: 377t/1000km
* Firepower: 8

Miscellaneous stats:

* Size: 64x59m
* Mass: 4004t
	+ Weapon: 28%
	+ Fuel: 10%
	+ Armor: 27%
	+ Systems: 17%
	+ Hull: 16%
* Thrust: 200MN
* Power: 18MW (124%)
* Ammo: 4 (Need 4)
* IR signature: 312km, chance 0
* Radar signature: 656km, chance 0
* Radar: 500km
* Tracking: 300km
* Guiding: 2
* Crew: 110 (107%)
* Escape pods: 81%
* Price: 30390
Varyag

The **Varyag** is an auxiliary heavy cruiser and flagship. It needs to be unlocked.

### Ship Card Information

* Card: Green
* Name: Varyag
* Thrust/Weight: 1
* Speed: 100km/h
* Range: 4380km
* Sensors/Radar: 750km
* Sensors/Tracking: 390km
* Guiding: 6 missiles
* Sensors/IRST: 170km
* Sensors/ELINT: 1430km
* Price: 217360

Air Superiority Ship: Designed for close-range aerial combat.

Auxiliary Heavy Cruiser: [no description]

Equipment:

* AK-725 VYMPEL x4
* RD-59 x2
* IRS-1 Mars x1
* MR-12 x2
* MP-21 x2
* MR-700 x1
* MP-404 x2
* R-9 SPRINT x14
* MR-2M x2
* MK-6-180 SQUALL x2
* MK-2-180 SARMAT x4
* Jammer x2
* R-5 ZENITH x18
* RD-51 x4
* Palash-1 x5

Ship Roles:

* Air Superiority 23
* Tanker 14
* AA Defence 5
* Early Warning 5

### Shipworks Information

Main stats:

* Thrust/Weight: 1.1
* Speed: 95km/h
* Range: 4384km
* Consumption: 1642t/1000km
* Firepower: 90

Miscellaneous stats:

* Size: 206x133m
* Mass: 33559t
	+ Weapon: 26%
	+ Fuel: 23%
	+ Armor: 16%
	+ Systems: 12%
	+ Hull: 21%
* Thrust: 620MN
* Power: 91MW (93%)
* Ammo: 40 (Need 36)
* IR signature: 1028km, chance 0
* Radar signature: 4945km, chance 0
* Radar: 750km
* Tracking: 389km
* Guiding: 6
* ELINT: 1429km
* IRST: 169km
* Jammer: 3459
* Crew: 610 (91%)
* Evacuation pods: 49%
* Price: 217360
Gepard Mk2

The **Gepard Mk2** is an auxiliary heavy corvette. It needs to be unlocked.

AA Defence Ship: Designed for protecting aerial groups against enemy aircraft and missile strikes.

Auxiliary Heavy Corvette: [no description]

Equipment:

* NK-25 x4
* 2A37 x4
* D-30S x2
* MR-12 x1
* R-6 NADIR x2
* Palash-1 x2
* R-9 SPRINT x8
* MR-2M x2

Ship Roles:

* AA Defence 4
* Air Superiority 3
* Early Warning 2
* Interceptor 1

### Shipworks Information

Main stats:

* Thrust/Weight: 3.9
* Speed: 352km/h
* Range: 1055km
* Consumption: 341t/1000km
* Firepower: 10

Miscellaneous stats:

* Size: 56x54m
* Mass: 2963t
	+ Weapon: 24%
	+ Fuel: 11%
	+ Armor: 17%
	+ Systems: 24%
	+ Hull: 21%
* Thrust: 208MN
* Power: 17MW (103%)
* Ammo: 4 (Need 4)
* IR signature: 317km, chance 0
* Radar signature: 521km, chance 0
* Radar: 347km
* Tracking: 357km
* Guiding: 4
* Crew: 135 (121%)
* Evacuation pods: 44
* Price: 33280
ナズナ・シェパーズ

人称
--

**ナズナ・シェパーズ**（Nazuna Shepherds）は、スヴォルに在住するGIVERである。

概要
--

　スヴォル内の高校に通う女学生。CHILDRENの学生襲撃事件を受け、学校に直談判し、交渉の末「放課後武装部」を設立させた張本人・放装部部長。

　断じて不良ではない。立場を守るためにルールは破らないようにしている（裏をかかないとは言っていない）。見た目から冷めているような印象も受けるが全くそんなことはなく、寧ろ物事には首を突っ込んでいく性格の持ち主である。口もたち、必要だと判断すれば思ったことは遠慮なく誰に対しても口にするため、結果クラスでは若干浮いた存在である。本人は微塵も気にしていない。

　ヴァイハの人々を心底尊敬しており、将来的には自分もヴァイハに就職したいと思っている。 あくまで労働への取り組み姿勢に魅力を見出しているのであってRECEIVERを嫌っているわけではない。

　武器は釘バット。元ソフト部のためスイングには自信あり。自分の手で改造が施されており何か仕掛けがしてあるそうな。

### **特徴・プロフィール**

#### **性格**

　ものをはっきりと言う、さっぱりとした性格。礼儀はあるが遠慮がないため、合う人は合うし合わない人はとことん苦手なタイプといえる。隠し事や抑圧を嫌い、本音でのやり取りに価値を見出す。人間は皆己の人生の主人公であるという思想を持ち、モブに成り下がるまいという深層心理のもと行動している面がある。

#### **デザイン**

　私服として、MEN’Zブランドの青いレザージャケットと腹部分がメッシュになったTシャツを着用している。青い髪は地毛で、黒と赤のメッシュは自分で入れたもの。制服着用の場合はスカートは膝上、靴下はニーハイソックスとなる。

#### **趣味・好み**

　機械いじりが趣味。暇な時に物を分解して元に戻す行為をよくしている。音楽を聴くことも好きで、ジャズを中心にダンスナンバーに妙に詳しい。人にも物にも個性を求めがちなので、「普通」のものには興味が薄い。

## 台詞サンプル

「これ？　携帯二台持ちしてんの。その方がクソ便利っしょ、家にまだあるかんね」

「その辺の群れてる奴らに比べりゃ、ぼっちでいる人間の方がクソ存在感あるっつの」

「この街ほど『主人公』できる場所もないってのに、皆その権利を無駄にしてると思うんだよね」

## 他キャラクターとの関係

**ドロシー・ドレーク**

クラスメイト。彼女のGIFTに気になる点がある。

**ゴギョウ・シェパーズ**

父親。腕利きの整備士で、現在はヴァイハに勤務。かなりの親馬鹿。

ハコベ・シェパーズ

母親。今はこの街にはいない。

脚注
--

画像
--
MK-6-180 SQUALL

The **MK-6-180 SQUALL** is a gun type in Highfleet. It requires a Large Hull piece to install, and is the only gun to require this.

* Description: *A 180mm* *six-barreled heavy main battery.*
* Name: MK-6-180 SQUALL Cannon
* Price: 24000
* Firepower: 70.28
* Fire rate: 180RPM
* Reload rate: 0.3
* Clip amount: 6
* Power need: 6MW
* Crew need: 50
* Ammo need: 8
* Weight: 409T
Locust

The **Locust** is an interceptor corvette. It needs to be unlocked.

### Ship Card Information

* Card: Yellow
* Name: Locust
* Thrust/Weight: 11
* Speed: 650km/h
* Range: 6570km
* Price: 4210

Interceptor: Designed for intercepting aerial targets.

Interceptor Corvette: [no description]

Equipment:

* D-30S x4
* D-30 x2
* R-5 ZENITH x2

Ship Roles:

* Interceptor 2
* Tanker 2
* Air Superiority 1

### Shipworks Information

Main stats:

* Thrust/Weight: 7.3
* Speed: 653km/h
* Range: 6572km
* Consumption: 121t/1000km
* Firepower: 2

Miscellaneous stats:

* Size: 47x46m
* Mass: 1528t
	+ Weapon: 0%
	+ Fuel: 56%
	+ Armor: 0%
	+ Systems: 20%
	+ Hull: 22%
* Thrust: 178MN
* Power: 6MW (169%)
* Ammo: 0 (Need 0)
* IR signature: 274km, chance 66
* Radar signature: 332km, chance 48
* Crew: 60 (162%)
* Price: 4210
Kang Tao Solutions

**Kang Tao Solutions**, often called simply *Kang Tao*, is a Taiwanese drone and weapons manufacturer and one of the system's largest producers of robotic chipsets and parts. Rising from the ashes of the Third World War relatively unscathed, the corporation earned its reputation for reliability in the cleanup of the nuclear hot zones around mainland Asia. The company mass produces a line of sturdy weapons that are popular amongst Asian mercenaries in particular, and has diversified its market into spaceship weaponry. It is a major rival of Militech, and has progressively inched closer to market equilibrium with the arms behemoth.

Recent changes in leadership, as well as a change in Head Office from Taiwan to Londres Nova, have led to Kang Tao having a predominantly Martian upper management and staff. As a result, the corporation has been steadily expanding production on Mars, and has partnered with Firefly Aerospace to produce lines of warships of its own. This has led to growing concerns across the system of an imminent conflict between the two corporations, both of which are vying for Militech's long standing position as main contractor for the UNN.
Voskhod

The **Voskhod** is an auxiliary heavy corvette. It needs to be unlocked.

### Ship Card Information

* Card: Green
* Name: Voskhod
* Thrust/Weight: 5
* Speed: 310km/h
* Range: 2380km
* Sensors/Radar: 500km
* Sensors/Tracking: 290km
* Sensors/Guiding: 2 missiles
* Sensors/ELINT: 1050km
* Price: 42320

Early Warning Ship: Designed to quickly detect enemy forces.

Auxiliary Heavy Corvette: [no description]

Equipment:

* D-30 x2
* AK-725 VYMPEL x2
* MR-500 x1
* MR-12 x1
* MP-21 x2
* D-30S x2

Ship Roles:

* Early Warning 3
* Air Superiority 1
* Interceptor 1
* AA Defence 1

### Shipworks Information

Main stats:

* Thrust/Weight: 3.4
* Speed: 306km/h
* Range: 2379km
* Consumption: 168t/1000km
* Firepower: 4

Miscellaneous stats:

* Size: 54x56m
* Mass: 2005t
	+ Weapon: 19%
	+ Fuel: 21%
	+ Armor: 0%
	+ Systems: 35%
	+ Hull: 24%
* Thrust: 114MN
* Power: 84MW (119%)
* Ammo: 2 (Need 2)
* IR signature: 171km, chance 38
* Radar signature: 477km, chance 0
* Radar: 500km
* Tracking: 291km
* Guiding: 2
* ELINT: 1050km
* Crew: 160 (228%)
* Evacuation pods: 37%
* Price: 19400
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Tarantul MRL

The **Tarantul MRL** is an interceptor corvette. It needs to be unlocked.

### Ship Card Information

* Card: Yellow
* Name: Tarantul MRL
* Thrust/Weight: 9
* Speed: 530km/h
* Range: 2900km
* Price: 13890

Air superiority ship: Designed for close-range aerial combat.

Interceptor Corvette: [no description]

Equipment:

* D-30 x2
* D-30S x4
* ASO-75 x4
* R-5 ZENITH x2
* A-220 x1

Ship Roles:

* Air Superiority 3
* Interceptor 1
* Tanker 1

### Shipworks Information

Main stats:

* Thrust/Weight: 5.9
* Speed: 533km/h
* Range: 2937km
* Consumption: 149t/1000km
* Firepower: 10

Miscellaneous stats:

* Size: 49x40m
* Mass: 1872t
	+ Weapon: 25%
	+ Fuel: 24%
	+ Armor: 0%
	+ Systems: 21%
	+ Hull: 28%
* Thrust: 178MN
* Power: 12MW (117%)
* Ammo: 4 (Need 4)
* IR signature: 274km, chance 47
* Radar signature: 331km, chance 25
* Crew: 110 (164%)
* Evacuation pods: 54%
* Price: 13890
Yars Mk2

The **Yars Mk2** is a strategic frigate. It needs to be unlocked.

### Ship Card Information

* Card: Black
* Name: Yars Mk2
* Thrust/Weight: 3
* Speed: 200km/h
* Range: 1820km
* Price: 9880

Missile Carrier: This vessel carries long-range conventional missiles.

Strategic Frigate: [no description]

Equipment:

* D-30 x2
* D-30S x2
* Kh-15 x4

Ship Roles:

* Missile Carrier 8
* Tanker 1

### Shipworks Information

Main stats:

* Thrust/Weight: 2.2
* Speed: 196km/h
* Range: 1859km
* Consumption: 258t/1000km
* Firepower: ARMLESS

Miscellaneous stats:

* Size: 64x37m
* Mass: 3122t
	+ Weapon: 33%
	+ Fuel: 16%
	+ Armor: 25%
	+ Systems: 8%
	+ Hull: 15%
* Thrust: 114MN
* Power: 6MW (190%)
* Ammo: 0 (Need 0)
* IR signature: 171km, chance 0
* Radar signature: 389km, chance 0
* Crew: 60 (133%)
* Price: 9880
Megacorporations

**Megacorporations** (or *Megacorps*) are giant, multiplanetary companies that dominate the world of the future. They can range from expansive media corporations to systemwide manufacturing firms, but all have a large share of power in all aspects of the system, be it politics, economy, or even military campaigns. Such corporations are often seen as sovereign nations of themselves, and use their power to change the system around them.

## Overview

In the world of 2344CE, corporations are one of the most prominent things in everyday life. Much like the worldwide conglomerates of the 21st century, they are all-encompassing systemwide powerhouses that operate 24/7: buying, selling, or providing any number of services to many around the system. Corporations, and those within them, aim to get ahead by any means necessary. "Cutthroat" business culture is no longer a metaphor, as blackmail, extortion, bribery, kidnapping, espionage, and assassination have all become commonplace in the white-collar world. Small corporations typically act above the law, whereas really successful corporations *are* the Law.

In the future, Corporations operate more like small nations than they do companies. CEOs are more like monarchs, holding onto power for as long as they can, and using the company to do their bidding. Scandals are brushed aside and power grabs are swiftly dealt with a bullet. Junior members have to watch their backs constantly, with lower-level employees just itching at a chance for their job, and higher-level employees willing to hold onto theirs with lethal force.

### Structure

The corporation power structure is typically set up so that the CEO or president is at the top of the food chain. Underneath them is a sea of mid to high-level executives, all vying for a chance to progress up the ladder. Junior execs are what you would call a yuppie with more money than sense, they typically run smaller projects such as extorting a smaller rival or corporate espionage. Above them are managers, who oversee a whole department. The major infighting in corporations begins here, with dirty tricks, nepotism, and dishonesty being the primary factor in promotions to the next level. At this level, you see VPs whose role mostly comprises of the day-to-day running of the company. Above them, you have the Senior Management, your various C Designation officers, CEO, COO, CFO, etc. Founders, owners, major stakeholders sometimes comprise this level of the company but they are more likely to be seen on the board of directors. These are the ones with the true power and they always travel with a heavy armed presence.
Garrisons

Enemy **garrisons** are present in every city except for Ur and Hidden Cities. Garrisons come in either large or a small versions(which seems to be random) and they universally get stronger the further north you go. You can estimate size of a garrison by the size of the circle around the city.

Garrison ships are randomly generated from a limited poll of "ship strength" so you can encounter a lot of smaller ships or few larger ships or a mix. Generally on Normal difficulty you won't see anything larger than Gladiators and Paladins but on Hard the Archangels are not uncommon once you get within 4000km of Khiva. Ground Vehicles can spawn as part of a garrison but they do not need to be destroyed in order to take the city.

If you are detected(see Alarms) within the garrison's bingo fuel range they will move out of the city to attack you. The exact range depends on ship composition of the garrison but it's usually below 500km.
Alarms

An **Alarm** is a state of heightened awareness of the AI. There seem to be two types of Alarms in the game. Note that the UI clock only tracks the time of the most recent alarm. Global and local alarms do not override one another.

### Global Alarms

Global Alarm occurs when you attack the enemy indirectly using Aircraft (but not missiles). It lasts for 12 hours and has no map marker since it has infinite range. During a global Alarm all AI fleets/garrisons/convoys report your location instantly if you enter their visual range.

### Local Alarms

Local Alarm occurs when your ships are spotted by AI ships (not planes) and your location is reported. Normally reporting takes time as indicated by the yellow bar timer above the AI fleet spotting you. The timer is greatly reduced if the AI fleet is in the air (which is why it's so hard to Sudden Strike Convoys en route). If enemy ships have IRST/radar then the timer starts ticking down when you're detected on either, so usually long before you enter the visual range. The timer is also completely ignored during a global Alarm.

Local Alarm lasts 12 hours and places a red flag marker on the map which indicates your reported position and which can cause you all manners of trouble:

* Garrisons will move out of the city to attack you if your reported location is within their bingo fuel range (around 500km, depends on ship composition of the garrison);
* Missile Tactical Groups will start moving to your reported location if it's within their bingo fuel range (2145km) and/or will fire A-100 missiles if it's within 400km;
* All cities within 1500km will be considered on high alert - garrisons will stay in the air and report you instantly extending the alarm to 12 hours and convoys will not leave cities for the duration;
* Strike Groups will start moving to your reported location (from any distance) and will fire cruise missiles if it's within 1600km, as well as sending planes to recon any nearby city and attack you if you are spotted;
* Aircraft Tactical Groups will send their planes to attack you if your reported location is within 2000km. They will also send T-7s as scouts towards any alarm within 4000km although they will turn back at the 2000km mark to not run out of fuel.

### City Alarms

City Alarm can trigger if you stay too long in a City. After 20 hours the City becomes yellow-Dangerous and after another 20 it becomes red-Dangerous. The Dangerous status is just an indicator however - what really matters is Pyotr telling you your location has been reported (the "Now the enemy knows we're here" line) which seems to trigger randomly after the city becomes yellow-Dangerous. It is possible to stay in a city even for over 48 hours without your location being reported (observed during the "Disaster" event).

Once your location has been reported the city in question basically functions like a "silent" Local Alarm, *complete with a 12 hour alarm in 1500km radius AFTER you leave the city* which is NOT indicated by your alarm clock.

### Visual flow chart guide

A set of good practices when a local alarm is triggered, Laid out as a flow chart.
Craft

The **Craft** can be categorized in several ways. This page lists them in a sortable table, so you can sort them how you want more easily

Romani Combat Ship Roles:

* Red - Air Superiority/Strike Ship
* Yellow - Interceptor
* Green - AA Defence/Tanker/Early Warning
* Blue - Aircraft Carrier
* Black - Missile Carrier, Nuclear Missile Carrier

In practice the card color of the ship seems to depend on its overall stats rather than role - for example several ships with green cards qualify as Air Superiority because they spout large number of 2A37s while the Skylark is qualified as an Interceptor even though it has no weapons at all - simply because of her high speed.

Only a handful of craft are available to pick when you start a new campaign - these are marked with **Starter**.

Other ships will become available in the editor and when starting a campaign if you obtain them in game - these are marked with **Unlockable**.

This list of ships has been created by editing game files, you can't get some ships - these are marked with **Unavailable**.
Archangel

The **Archangel** is an attack light cruiser. It needs to be unlocked.

### Ship Card Information

* Card: Red
* Name: Archangel
* Thrust/Weight: 5
* Speed: 260km/h
* Range: 980km
* Price: 37120

Air superiority ship: Designed for close-range aerial combat.

Attack Light Cruiser: [no description]

Equipment:

* NK-25 x8
* D-30S x2
* R-5 ZENITH x2
* MK-2-180 SARMAT x2
* AK-725 VYMPEL x4

Ship Roles:

* Air Superiority 7
* Tanker 2
* Interceptor 1
* AA Defence 1

### Shipworks Information

Main stats:

* Thrust/Weight: 2.9
* Speed: 258km/h
* Range: 982km
* Consumption: 814t/1000km
* Firepower: 28

Miscellaneous stats:

* Size: 71x68m
* Mass: 6582t
	+ Weapon: 26%
	+ Fuel: 13%
	+ Armor: 24%
	+ Systems: 14%
	+ Hull: 21%
* Thrust: 352MN
* Power: 36MW (118%)
* Ammo: 12 (Need 12)
* IR signature: 531km, chance 16
* Radar signature: 838km, chance 0
* Crew: 235 (108%)
* Evacuation pods: 38%
* Price: 37120
Lightning

The **Lightning** is an Interceptor Corvette. She is always available.

Interceptor: Designed for intercepting aerial targets.

Interceptor Corvette: *A unique light interceptor armed with rapid-fire 100mm artillery guns. Many green Academy graduates have been assigned to a craft such as this and perished along with dozens of their peers. In the hands of a skilled pilot, however, the Lightning can work wonders.*

Equipment:

* AK-100 x2
* NK-25 x4
* D-30S x2

Ship Roles:

* Speed 2
* Air Superiority 1

### Shipworks Information

Main stats:

* Thrust/Weight: 7.8
* Speed: 702km/h
* Range: 1411km
* Consumption: 170t/1000km
* Firepower: 4

Miscellaneous stats:

* Size: 49x38m
* Mass: 1486t
	+ Weapon: 20%
	+ Fuel: 15%
	+ Armor: 0%
	+ Systems: 29%
	+ Hull: 35%
* Thrust: 208MN
* Power: 20MW (127%)
* Ammo: 2 (Need 2)
* IR signature: 317km, chance 59
* Radar signature: 292km, chance 66
* Crew: 60 (100%)
* Price: 15260
MR-2M

The **MR-2M** is a Fire Control Radar in Highfleet.

* Description: *A fire control radar (FCR) designed to detect targets and aim weapons at them. Hovewer, it has a significantly lower range than a search radar.*
* Name: MR-2M FCR
* Price: 1000
* Radar: 250km
* Tracking: 250km
* Guiding: 1
* Power need: 1MW
* Crew need: 2
80s Bunny

80's Bunny is a fancy pet from the Glee club.

## Family

Her three owners are 80s B.B, Lil 80's B.B., and Pop B.B.

The other pet from their family is a hedgehog named 80s Hog.

## Appearance

80s Bunny is a beige rabbit with a white belly. She has light blue eyeshadow, blonde hair in a bun at the top and crimped at the back with hot pink, blue, and light pink streaks, a beauty mark over the left side of her mouth, two bracelets on her left wrist - one pink, one blue - and a white beaded pearl necklace with a white pendant in the middle.

## Accessories

She comes with a blue hair clip that is shaped like a pizza, a pearl-coloured hair brush that is shaped like a cat, a blue bottle with a pink lid and pink coffee cup sleeve, a pearl-coloured hair clip that has a lightning zap on it, and a microphone.

## Colour Change

Her hair turns brown, she gets red makeup on either side of her face, she gets black fishnet gloves, and a black crop top.
Hound

The **Hound** is an interceptor corvette. It needs to be unlocked.

### Ship Card Information

* Card: Yellow
* Name: Hound
* Thrust/Weight: 9
* Speed: 510km/h
* Range: 3000km
* Price: 18200

Air superiority ship: Designed for close-range aerial combat.

Interceptor Corvette: [no description]

Equipment:

* D-30S x4
* D-80 MOLOT x3
* D-30 x3
* R-5 ZENITH x2

Ship Roles:

* Air Superiority 2
* Interceptor 1
* Tanker 1

### Shipworks Information

Main stats:

* Thrust/Weight: 5.7
* Speed: 509km/h
* Range: 3059km
* Consumption: 156t/1000km
* Firepower: 8

Miscellaneous stats:

* Size: 49x40m
* Mass: 1960t
	+ Weapon: 25%
	+ Fuel: 25%
	+ Armor: 0%
	+ Systems: 20%
	+ Hull: 27%
* Thrust: 178MN
* Power: 12MW (128%)
* Ammo: 3 (Need 3)
* IR signature: 274km, chance 42
* Radar signature: 331km, chance 19
* Crew: 110 (146%)
* Evacuation pods: 54%
* Price: 18200
Eagle

The **Eagle** is an interceptor corvette. It needs to be unlocked.

### Ship Card Information

* Card: Yellow
* Name: Eagle
* Thrust/Weight: 9
* Speed: 520km/h
* Range: 3490km
* Price: 14590

Air superiority ship: Designed for close-range aerial combat.

Interceptor Corvette: [no description]

Equipment:

* D-30S x4
* D-30 x2
* AK-100 x2
* R-5 ZENITH x10

Ship Roles:

* Air Superiority 4
* Interceptor 1
* Tanker 1

### Shipworks Information

Main stats:

* Thrust/Weight: 5.7
* Speed: 515km/h
* Range: 3615km
* Consumption: 154t/1000km
* Firepower: 14

Miscellaneous stats:

* Size: 56x39m
* Mass: 1936t
	+ Weapon: 18%
	+ Fuel: 29%
	+ Armor: 0%
	+ Systems: 20%
	+ Hull: 30%
* Thrust: 178MN
* Power: 12MW (158%)
* Ammo: 2 (Need 2)
* IR signature: 274km, chance 43
* Radar signature: 361km, chance 9
* Crew: 110 (137%)
* Evacuation pods: 54%
* Price: 14590
Gladiator

The **Gladiator** is an attack frigate. It is always available.

Air superiority ship: Designed for close-range aerial combat.

Attack Frigate: *Hailing from the newest frigate line of the Romani Fleet, this vessel is a true powerhouse in combat. Extreme caution is advised when engaging these vessels in a dogfight.*

Equipment:

* NK-25 x4
* AK-100 x4
* D-30S x2
* R-6 Nadir x2
* Palash-1 x2
* ASO-75 x6

Ship Roles:

* Air Superiority 3
* Speed 1
* Tanker 1

### Shipworks Information

Main stats:

* Thrust/Weight: 3.7
* Speed: 333km/h
* Range: 883km
* Consumption: 362t/1000km
* Firepower: 10

Miscellaneous stats:

* Size: 56x49m
* Mass: 3137t
	+ Weapon: 23%
	+ Fuel: 9%
	+ Armor: 25%
	+ Systems: 19%
	+ Hull: 22%
* Thrust: 208MN
* Power: 20MW (147%)
* Ammo: 4 (Need 4)
* IR signature: 317km, chance 0
* Radar signature: 478km, chance 0
* Crew: 110 (119%)
* Price: 27140
SK-2M

**SK-2M** is an escape pod.

* Description: *This pod can hold up to 30 crewmembers during an emergency evacuation.*
* Name: SK-2M Escape Pod
* Price: 100
* Fuel need: 70kg/s
* Fuel: 2t
* Durability: 20

Enemy SK-2Ms can be shot down with conventional weapons after launch. This can be done to no consequence against enemy ships in active combat to reduce the number of survivors that need to be saved in the Crash Site minigame, whereas letting them die in the crash site will result in a -1 to Kindness worldview. Enemy ships will not shoot at your escape pods.
Jaguar PVO

The **Jaguar PVO** is an attack heavy corvette. It needs to be unlocked.

### Ship Card Information

* Card: Red
* Name: Jaguar PVO
* Thrust/Weight: 6
* Speed: 300km/h
* Range: 430km
* Price: 15500

Air superiority ship: Designed for close-range aerial combat.

Attack Heavy Corvette: [no description]

Equipment:

* NK-25 x4
* 2A37 x2
* R-6 NADIR x2
* AK-725 VYMPEL x1

Ship Roles:

* Air Superiority 2
* Interceptor 1
* AA Defence 1

### Shipworks Information

Main stats:

* Thrust/Weight: 3.3
* Speed: 296km/h
* Range: 911km
* Consumption: 307t/1000km
* Firepower: 8

Miscellaneous stats:

* Size: 49x39m
* Mass: 2225t
	+ Weapon: 26%
	+ Fuel: 11%
	+ Armor: 15%
	+ Systems: 22%
	+ Hull: 23%
* Thrust: 144MN
* Power: 18MW (170%)
* Ammo: 3 (Need 3)
* IR signature: 214km, chance 5
* Radar signature: 319km, chance 0
* Crew: 110 (152%)
* Escape pods: 54%
* Price: 15500
Pirate guy

"He sails the 69 seas."

A mentality insane pirate who does... questionable things constantly.

powers: he is able to say "Actually" and reverse the whole situation.

weapon: He wields a living sword called his "right hand man"

notable victories:

he had a one on one vs shadow and with his powers he destroyed him.

he had a swordfight with lava lord, shadow, and saberfang and had the upper hand but then black dagger and some others ambushed him and eventually he retreated.

Notes: He normally assembles a crew before going into battle.

Status: KIA by cyreaper's soul suck after his mouth getting flooded removing his power.
Nomad

The **Nomad** is a strategic cruiser. It needs to be unlocked, but this can be done just by playing through the Prologue.

### Ship Card Information

* Card: Black
* Name: Nomad
* Thrust/Weight: 2
* Speed: 110km/h
* Range: 3440km
* Sensors/Radar: 750km
* Sensors/Tracking: 250km
* Sensors/Guiding: 2 missiles
* Sensors/IRST: 270km
* Sensors/ELINT: 1330km
* Jammer: 7660
* Price: 149255

Air Superiority Ship: Designed for close-range aerial combat.

Strategic Cruiser: [no description]

Equipment:

* 2A37 x3
* RD-59 x2
* MP-404 x2
* IRS-1 Mars x2
* R-9 SPRINT x6
* MK-2-180 SARMAT x4
* MR-2M x2
* MR-700 x1
* RD-51 x2
* R-5 ZENITH x15
* Palash-1 x4
* Jammer x4
* Kh-15N x2

Ship Roles:

* Air Superiority 13
* Tanker 6
* AA Defence 5
* Early Warning 5
* Nuclar Missile Carrier 4

### Shipworks Information

Main stats:

* Thrust/Weight: 1.2
* Speed: 112km/h
* Range: 3439km
* Consumption: 930t/1000km
* Firepower: 51

Miscellaneous stats:

* Size: 155x105m
* Mass: 17967t
	+ Weapon: 18%
	+ Fuel: 19%
	+ Armor: 20%
	+ Systems: 17%
	+ Hull: 24%
* Thrust: 400MN
* Power: 61MW (106%)
* Ammo: 18 (Need 18)
* IR signature: 685km, chance 0
* Radar signature: 2634km, chance 0
* Radar: 750km
* Tracking: 250km
* Guiding: 2
* ELINT: 1328km
* IRST: 274km
* Jammer: 7657
* Crew: 435 (112%)
* Evacuation pods: 41%
* Price: 149255
Nika Kravitz

**Nika Kravitz** is a recent arrival to Medea Station from the outer limits of the system, and resident ripperdoc for the Red Chrome Anarchs, specialising in cyberware surgery and repair. She is described as somewhat eccentric, blunt, and largely undiplomatic. Her bedside manner leaves much to be desired, but there's no denying she's good with a scalpel. She is, so far, very fond of the culture in the upper levels of Medea, and has an odd fascination with the open aggression and violence in the streets, and the inevitable need of medical help that makes her job necessary. She also has a habit of blaring incredibly loud and very alternative music in her clinic above Club Atlantis.