recursal/Fanatic-Fandom huggingface dataset:
I-7 Hawk

### For personal flying

The I-7 Hawk is the most capable of the interceptors that are unlocked on the free versions of the game, although its top speed and turning ability aren't quite as good as the other interceptors.

The 1x Plasma Cannon option on the hardpoint gives a total of 5x Plasma Cannon, which is otherwise only available on the Cobra fighter. That's more for bragging rights, though, because 5x Plasma Cannon doesn't hit that much harder than 4x Plasma Cannon does, and all of your weapons are on one weapon generator.

The 2x Ion Cannon option is the clear choice for the hardpoint. You can use the ion cannons to destroy the enemy's shields, then switch to the fully-charged plasma cannons to finish them off.

### For AI-controlled combat

Under AI control, the I-7 Hawk is ineffective against shielded targets. It does better in aerial combat where shields are disabled.
T16 Rex

For free versions of the game, the T16 Rex is locked until bought with real-world money.

The T16 Rex is the largest transporter you can buy. Whether it's worth paying to unlock it (if you have the free version of the game) is a good question.

Visually, the T16 is shorter and broader than the T14. The T14 looks a bit clumsy when you're flying it by hand (manually docking, for example), but the T16 looks fine. That's strictly an appearance issue.
MK-8 Triad

### For personal flying

The MK-8 Triad is the same price and has identical specs as the MK-6 Pretorian, except for weaponry. The MK-8 Triad has a 2x Chaingun capable of 600 shots, and a hardpoint that can take a Missile Launcher. Like the MK-6 Pretorian, it also has a 3x Laser Cannon for use against unshielded targets.

**\*\* Important:** The 2x Ion Cannon hardpoint option for the MK-8 Triad can only be fired with the keyboard (unless you're able to remap it). Mounting it could be used to unmount the missile launcher if moving the MK-8 from flagship to AI-controlled service.

### For AI-controlled combat

Under AI control, the MK-8 Triad is a pretty good gun platform if no missile launcher is fitted. Compared with the MK-6 Pretorian, it's only a double chaingun instead of a triple, but it carries ammo for almost twice as many shots.

If a missile launcher is fitted, there's no way to authorize firing the chainguns without also authorizing firing missiles. Mounting the Ion Cannon on the hardpoint could be used to unmount the missile launcher when moving a MK-8 from flagship service to AI-controlled service, although the Ion Cannon can only be fired from the keyboard.
Abraham Clinkscales

Abraham Clinkscales (Estados Unidos, 2002) es un actor estadounidense, conocido por interpretar a Jamal en la serie cinematográfica del UCC (Universo Cinematográfico Churliburliano).

## Biografía

Clinkscales nació en Estados Unidos en el año 2002. Comenzó su carrera actoral en 2018 como extra en la película Black Panther, de Marvel Studios.

Clinkscales ganó reconocimiento mundial en 2025 por interpretar al Tercer Emperador Jamal II de Churliburli en el Universo Cinematográfico Churliburliano, y en donde se desempeña como el villano principal en la película Black & Furious.

### Notas

1. ↑ Incluye las producciones:

	* El Cinturón Dorado: la Gran Guerra
	* Black & Furious
	* Black & Furious: Churliburli Forever
Viper

### For personal flying

The Viper may be the most highly-regarded general-purpose fighting ship available. The question of which is better, the Viper or the Mamba, could go on for hours.

The Viper is a top-notch energy-weapon platform combining 3x Laser Cannon and 2x Ion Cannon as factory standard. The hardpoint allows for increasing the number of laser cannons or ion cannons, or fitting a rocket pod.

The Viper and Mamba are the only ships that can mount two different energy weapons plus a rocket launcher. If you want the rocket pod, the Mamba is a better choice unless you have the free version of the game and don't want to pay to unlock the Mamba.

### For AI-controlled combat

The Viper is a good AI-controlled energy-weapon platform when fitted with ion cannon on the hardpoint.
BatNat: dentro del Gobierno

**BatNat: dentro del Gobierno** es una miniserie de televisión estadounidense creada por Illylas para el servicio de streaming Churli+. Producida por Churli Studios y Churli Television, y financiada por Nestea, Pope y el Real Madrid Club de Fútbol, es la serie del Universo Cinematográfico Churliburliano. Dirigida por Úlceras Joc bajo un guion realizado por él, basado en el tercer arco de la serie de historias escritas por Illylas, la serie está protagonizada por Paloma, junto con la actriz libanesa Myriam Fares.

La serie se estrenó a mediados del 2024, con un total de 5 episodios, y ganó diversos elogios de la crítica. Paloma y Fares repitieron sus roles en la película La Batalla por Ohio (2024), que continúa la historia de las dos protagonistas.

## Trama

Durante los eventos de El Cinturón Dorado: los orígenes (2024), Paloma es rescatada por una persona misteriosa, Tukutaka (Myriam Fares), con miles de años de edad e información sobre el Cinturón Dorado. Para lograr descubrir su paradero, se infiltran como miembros del Gobierno Mundial.

## Personajes

* Paloma como Paloma:

versión ficcional de la actriz, que repite su papel de las dos películas anteriores. Paloma posee el poder de producir ondas expansivas gracias a su Tekkou, lo cual es visto como un punto a favor por el Gobierno Mundial. Decide infiltrarse en la organización para descubrir información relacionada con el Cinturón Dorado.

* Myriam Fares como Tukutaka Trofius:

de nombre real Yunaida el-Kallachi Abdelhamid Bin Trofius, y de una edad de aproximadamente 6 mil años. Tras rescatar y curar a Paloma, deciden infiltrarse en el Gobierno Mundial para descifrar información referente al Cinturón Dorado.

* Clamidia como Clamidia:

sub-comandante del Gobierno Mundial, encargada de tutelar a Paloma y Tukutaka en su paso por la organización.

* Elena como Elena:

líder suprema del Gobierno Mundial. Elena repite su papel de la película La Leyenda del Cinturón Dorado (2023).

* J-Hope como J-Hope:

cantante asiático, secuestrado por Elena.
Campaigns Editor

The Campaigns Editor (not available in the Switch version) allows you to create your own campaigns, to upload them for other people to play, and to play campaigns that other people have created.

Campaigns are constructed graphically, not as a text file. You basically create a bunch of "nodes" and string them together in the order you want them to be executed.

All three standard campaigns can be inspected, and a fourth read-only campaign is provided as a tutorial of sorts. You can't modify or duplicate those. Downloaded campaigns can't even be inspected.

## Downloadable campaigns

As of mid-2022, there were about 400 player-created campaigns available to download. From the descriptions, the campaigns are written in a variety of languages.

The poorly written titles and descriptions suggest that few of the creators have put any real effort into their campaigns. Players are able to rate campaigns on a five-star scale, but most of those campaigns are unrated.

Finding a promising campaign to download can be challenging. There aren't any real alternatives to just paging through the campaigns, four at a time, looking for likely titles and clicking on them to see the description. There is an option to present them in order by newest, most popular, highest-rated, and random, but those don't seem to work reliably. The only search ability is search by author.

## Creating a campaign

The following pages are in the suggested order for reading.

* User interface
* Nodes
* Execution order
* Space stations and ground bases
* Fleets (other than space stations and ground bases)
* Mission (quest) management
* Combat missions
Cobra

The player receives a free Cobra at the start of the main campaign.

[For the benefit of the new player, this page contains a lot of detail not present on other ship pages.]

### For personal flying

The Cobra is the lowest-performance fighter available. It's a reasonably good ship that you got for free at the start of the main campaign, but it's hard to justify actually buying one. Spending a few hundred credits more for one of the other fighters will give better results.

The 3x Plasma Cannon hardpoint option may look intriguing, but it's not a very good choice. The resulting 5x Plasma Cannon only hits about 50% harder than the factory standard 2x Plasma Cannon does, and you'll spend a lot of time waiting for it to recharge.

The 2x Ion Cannon option is a much better choice if you want to stay with energy weapons. It can destroy enemy shields fairly quickly, and once the shields are down the plasma cannons are fully charged and ready to finish the enemy off.

The Rocket Pod option is a signature of the fighter class. Rockets are fire-and-forget, so you don't need to keep chasing your target. They also are unfazed by the target's shields. The Cobra can carry up to 35 rockets, and the most powerful rocket available (the H7X) delivers 80 units of damage compared to 7 units per shot with the 2x Plasma Cannon (after any shield is destroyed). A single rocket is rarely a knock-out punch to an undamaged hostile.

The Z9 rocket option has automatic target seeking. That allows the rocket to be fired from a much larger distance, before you've locked onto a target (and before they've locked onto *you*). However, you don't have any control over what the rocket is going to choose to attack. A bonus feature of the automatic target seeking is that if the target it was pursuing gets destroyed before it gets there, the rocket will pick out another target rather than just fly off into space.

### For AI-controlled combat

Configured with Z9 rockets, the Cobra is an inexpensive rocket platform for AI-controlled combat. Keep it out of the fight until you need it, then bring it in and authorize it to launch rockets.
Hombre árabe

Un hombre árabe (posible nombre Mohamed) (antes de 1975, Beni-Ensar, Provincia de Nador, Región Oriental, Marruecos) es un actor marroquí. Es conocido por su interpretación de Muhammad Faisal El-Aoui Aberchán Abdelkarim IV en la serie Vicjadeous, y posteriormente por su interpretación del mismo personaje como líder árabe en el Universo Cinematográfico Churliburliano.

## Notas

1. ↑ El personaje del UCM se trata de una adaptación del de Vicjaedous; no son el mismo personaje.
MK-4 Caesar

For free versions of the game, the MK-4 Caesar is locked until bought with real-world money.

### For personal flying

The MK-4 Caesar is unimpressive, notable mainly as being the only heavy fighter that can't mount kinetic weaponry (chaingun or rail gun). It would fit more into the standard fighter group except for its tougher shields and armor and more sluggish movement. If you're playing a free version of the game, it's not clear why you'd pay real money to unlock it.

### For AI-controlled combat

The MK-4 Caesar could be effective in combat under AI control as a rocket or missile platform, but there are probably better choices. The Cobra certainly would be a better choice for a rocket platform. If you want to pay to unlock a missile platform, the Mamba is a much better choice than the MK-4 Caesar.
T14 Bronto

The T14 Bronto is unique among the transporters in having some forward-firing weapons. However, the T14's low speed and poor maneuverability make it difficult to bring those weapons to bear, and a 2x Plasma Cannon isn't very powerful anyway. The weak armor and shielding also points toward the wisdom of not intentionally flying a T14 into combat.
Tekkou (LDCD)

El **Tekkou** es una fuerza que se encuentra en el interior de las personas, la cual sirve para desarrollar y realizar técnicas y habilidades especiales.

## Descripción

El Tekkou se concentra en la persona como una atributo que le permite desarrollar y adquirir habilidades, presentándose en el exterior como un aura sobre el usuario. Cada persona posee un aura de un color distinto, y es dueña de sus propias habilidades, adaptadas individualmente, aunque de igual manera siguen existiendo habilidades generales, que puede adquirir el que lo desee. No todos poseen Tekkou, al igual que hay quienes que no pueden despertarlo por sí solas.

El Tekkou puede concentrarse en diferentes partes del cuerpo, así como en diferentes objetos que desee el usuario. La capacidad de control sobre el Tekkou varía mucho, teniendo en cuenta factores como la experiencia o el modo de entrenamiento, entre otros. El usuario debe tener en cuenta sus actividades para no gastar mucha energía, y así evitar una pérdida importante de Tekkou, que lo puede dejar enormemente debilitado. Existen, además, quienes pueden usar su propio Tekkou para aumentarlo, y conseguir aumentar su energía en un 120%.

Solo tres personas han logrado desarrollar el nivel máximo de Tekkou, el denominado Arte Magistral, el cual permite aumentar de energía un 200%, y adquirir además todas las habilidades existentes, independientemente del usuario.

## Habilidades

Existen infinitas habilidades que pueden desarrollar los poseedores de Tekkou.

* Arte Magistral: aumento del poder de 200%; obtención de todas las habilidades.
* Aquas Aperire: poder de manipular las aguas.
* Bingchilling Contraatack: defensa con espada.
* Cactus Sectione: golpe de calor.
* Candens Ictu: golpe de calor.
* Celecirate Summo: golpe de calor.
* Circulus Choro: solo se activa una vez usado el Spectrum Duplicare. Movimiento en círculo de los espectros en modo de baile.
* Draco Ignem: disparo de llamarada de fuego desde las manos.
* Ignis Alas: aparición de alas de fuego en el usuario.
* Jesuit Nativas: aumento del nivel de Tekkou acumulando la energía de sus creyentes.
* Maxime Prodidit: poder de hundir al rival en la tierra.
* Motus Inordinatio: poder de paralizar todo lo que rodea al usuario.
* Potentia Ad Metum: poder de provocar sensación de intimidación al contrincante.
* Saccharo Bang: golpe con bajada de azúcar en el contrincante.
* Spectrum Duplicare: aparición de espectros del usuario.
* Summum Atrium: corte con espada al contrincante.
* Totalis Resurrectio: poder de resucitar a toda la población muerta.
* Transi Solidorum: atravesar objetos sólidos.
* Vacuum Ictum: corte con espada al contrincante.

## Trivia

* Todos los miembros del Gobierno Mundial poseen el aura de su Tekkou de color plateado.
IT is coming

## Sencillos

* *She* (5 de septiembre de 2020)

***IT Is Coming*** (estilizado como ***IT IS COMING***) es el álbum debut de la cantante española Blackie. Fue publicado el 18 de septiembre de 2020 por EMI Records. Estuvo precedido por el sencillo principal *She*.

El disco consta íntegramente de covers de canciones famosas.

## Créditos y personal

* Blackie – voz principal
* Úlceras Joc – coros (pista 1), producción, mezcla, masterización, edición
* Ulises – voz principal (pista 4)
* Somejun - coros (pista 1)
Making money

Making money in *Space Commander: War and Trade* is quite different from other space combat and trading games. Combat isn't a money-maker, and in fact is often a money-loser (especially main campaign missions, which pay nothing at all). The classic trading set-up, where you buy low and sell high on speculation, isn't particularly profitable, either.

Here are some pages on how to make money, in the suggested order for reading.

* General trading
* Contracts
* Mining, refining, and manufacturing

Here are some reference pages.

* Around the Solar System
* Mining and refining at ground bases
* Manufacturing at space and aerial bases
Kenzo Battle 2030 (LDCD)

La tercera edición de la Kenzo Battle se celebró en 2030 en las ciudades de Nueva Orleans, Estados Unidos de América, y Roma, Reino de Italia. Fue producido por Kenzo con la colaboración directa del Gobierno Mundial.

## Kenzo Duo Physical Battle 2030

La Batalla Kenzo Física 2030 (renombrada como Batalla Kenzo Física Dúo) se celebró en mayo de 2030 en el Louisiana Kenzo Stadium, construido específicamente para el evento, celebrado a puerta cerrada. Este evento contó con la peculiaridad de que los participantes fueron parejas, y no combatientes individuales como en ediciones anteriores.

### Participantes

 Cerdos mutantes
 Gayo y Marc Os |     Imperio Español | 27, 27

## Kenzo Swordsmen Battle 2030

La Batalla Kenzo de Espadachines 2030 se celebró en junio de 2030 en el Rome Kenzo Venue, construido específicamente para el evento, celebrado también a puerta cerrada, y que fue suspendido por la intromisión de un comandante rebelde del Gobierno Mundial.
Campaigns Editor: Fleets

Fleets account for nearly all of the dynamic elements of the game world. Only fleets can move. Only fleets can be shot at. Only fleets can shoot. Only fleets can be destroyed.

Fleet operations generally only happen when the next travel, docking, or undocking operation takes place. For example, if you create a fleet, it will appear on the map right away, but if it was created where the player currently is, they won't be able to find it.

Creating a fleet is straightforward, using the Fleet action node "Create fleet." You give the fleet a name, specify which faction it's affiliated with, give it a starting location, and add ships to it. The game will automatically bunch enemy ships into waves if there are a lot of them. Fleets can be marked "hidden" so that they don't show on the map, but they'll come out of hiding when you arrive at their location.

The Fleet action node "Create fleet at fleet" is much the same, except that the new fleet is created at the location of another fleet. This is primarily of interest for fleets in motion. For example, a carrier fleet launching a patrol fleet.

Some other Fleet action nodes:

* "Add ship to fleet" allows ships to be added to existing fleets. Ships can't be added to fleets at the player's location; the player will have to travel, dock, or undock first.
* "Send fleet" starts a fleet moving toward a specified destination.
* "Destroy fleet" is used to remove a fleet from play. This isn't necessary for fleets that have been destroyed by the player.
* "Explode fleet" causes a fleet to visibly explode. This particular node happens immediately without needing travel, docking, or undocking.

A number of other Fleet action nodes are available to handle special needs.

Note: outposts and depots are considered to be ships in a fleet, while space stations and ground bases are considered to be fleets of their own. Beware that because they're ships, outposts and depots can be destroyed by enemy fleets, so you shouldn't depend on them always being there. It's possible to place an outpost at the same place as a ground base, a space station, or other outposts, but that should be avoided because it confuses the docking system.
MK-6 Pretorian

### For personal flying

The harder hitting of the 3x Chaingun vs. the 2x Chaingun on the Black Swan (or the MK-8 Triad) is offset by being able to carry only enough ammo for 333 shots. Against unshielded targets, switching to the 3x Laser Cannon saves on chaingun ammo.

No hardpoint is provided.

### For AI-controlled combat

Under AI control, the MK-6 Pretorian is a very good gun platform. The 3x Chaingun can deal a lot of damage with even a short burst.
B-1 Doom Rider

The player receives a free B-1 Doom Rider very early in the main campaign.

### For personal flying

The B-1 Doom Rider's not a bad ship if you got one for free in the main campaign, but it's hard to justify actually buying one. The B-2 Executor is much less expensive and more capable. The only thing you can get on the B-1 that you can't get on the B-2 is the 2x Laser Cannon option.

In the main campaign, the torpedo launcher can hold 6 torpedoes. In the two alternate campaigns, it can only hold 4 torpedoes.

### For AI-controlled combat

Under AI control, none of the bombers is effective against fighter craft. For that matter, they're not effective against fighter craft when you fly them yourself.
Interceptors

### Overview

From the game: "Fastest, most maneuverable ship for intercepting enemy vessels. Armed exclusively with energy weapons. Light armor and shields. Fuel consumption: 1 / 10 min burn."

Interceptors are limited to energy weapons. The absence of expendable ammunition combines with the low fuel consumption to give interceptors a very low cost of operation.

The limited cost to purchase and operate interceptors might make them attractive as additional squadron members, but (with the exception of the I-9 Eagle) they're terribly ineffective in combat when flown by AI. The best they can do in AI-controlled space combat is distracting and disrupting the enemy. (They do a little better in aerial combat where the enemy's shields are inoperative.)

For free versions of the game, the I-9 Eagle is locked until bought with real-world money.

I-3 HornetI-5 VultureI-7 HawkI-9 Eagle
Nickelodeon Schneider Universe

El Nickelodeon Schneider Universe es el nombre dado a una franquicia de medios y un universo compartido, centrada en un grupo de sitcoms principalmente creadas por el productor y pedófilo Dan Schneider y producidas por Nickelodeon, propiedad de Paramount. A pesar de no haber sido confirmado explicitamente por sus productores, se suele decir que el universo comenzó en 1994 con la serie All That.

El universo es posiblemente de los más complejos creados en la historia de la televisión, debido a las muchas contradicciones presentadas en sus producciones a lo largo de los años; aquí se expondrán de forma que resulten en una cronología entendible y sin contradicciones.

## Posible jerarquía

* U1: Henry Danger, The Adventures of Kid Danger, Danger Force, Game Shakers, The Thundermans, The Haunted Hathaways, Knight Squad, Good Burger, Hungry Girl, All That (solo backstage canon), The Amanda Show (solo backstage canon), iCarly (episodio de bloopers), Victorious (episodio de bloopers), Sam & Cat (episodio de bloopers)
	+ U2 (ficcional dentro del U1): All That (solo backstage canon), The Amanda Show (solo backstage canon), iCarly, Victorious, Sam & Cat, Vicjadeous, Zoey 101, Zoey 102, Drake & Josh, Gibby!, Unfabulous
		- U3 (ficcional dentro del U2): Drake & Josh (como reality show), Zoey 101 (como reality show), All That (solo sketches), The Amanda Show (solo sketches)
			* U4 (ficcional dentro del U3): The Nick Cannon Show
				+ U5 (ficcional dentro del U4): Taina

## Trivia

* El personaje de Helen no es el mismo en todas las producciones: su versión original es la del U1, apareciendo en Game Shakers; las que aparecen en Victorious y Drake & Josh representan la misma versión ficticia del personaje del U1.
* El personaje de Goomer no es el mismo en todas las producciones: su versión original es la del U1, apareciendo en Henry Danger; el que aparece en Sam & Cat representa una versión ficticia del personaje del U1. A pesar de eso, Goomer y Zoran Korach son personajes distintos en ambos el U1 y el U2.
* Los personajes del backstage de All That y The Amanda no son los mismos en todas las producciones: sus versiones originales son la del U1; las que aparecen en el U2 son versiones ficticias de los personajes del U1.
* Los personajes son conscientes en sus respectivos universos de que personajes interpretados por el mismo actor se parecen, como es el caso de Tori Vega y Shelby Marx en iCarly.
* Josh Peck y Josh NicholLs son personajes distintos dentro del U2, pero Peck sí interpreta a Nichols en el U1.
* Drake Bell y Drake Parker son personajes distintos dentro del U2, pero Bell sí interpreta a Parker en el U1.
* Jerry Trainor y Spencer Shay son personajes distintos dentro del U2, pero Trainor sí interpreta a Shay en el U1.
Campaigns Editor: Nodes

Everything in the campaign logic is a node. There are two types of nodes. Action nodes say *what* to do, while wait nodes say *when* to do it.

### Action nodes

Action nodes are ones that are performed immediately when their turn comes up. Some, like the Dialog node, simply do something and then are done. Some create or destroy space stations and fleets, and some can give ships or credits to the player. The Quest Log has to be managed "by hand," adding and removing entries as appropriate. Highlighting of mission targets on the map likewise must be added and removed as needed.

Some action nodes activate and deactivate subsystems. These include:

* Wormhole visibility and possible jumpgate construction
* Offering of contracts, by faction
* War between factions
* Automatic creation of new stations
* Score-keeping for competitive rankings

(The "best trading deal" notices in your inbox are always active whenever you have a transporter ship at the station.)

Every campaign automatically gets a three-node sequence for initializing the player. A destination is created, the player is moved to that destination, and one or more ships are set as the player's fleet. You can change the destination, and you can change the ships that the player gets, but you can't break up that special sequence of nodes. That sequence doesn't have to be right at the start of the campaign, but it does have to be before the first wait node.

### Wait nodes

Wait nodes don't complete until their specified conditions are met, so that holds off the running of any nodes connected to them. Some of the most commonly used types of wait nodes are waiting for destruction of an enemy fleet, or waiting for docking at a particular station. A variety of other conditions can also be waited on.

### Considerations for dialog nodes

Although dialog action nodes are straightforward, you need to keep in mind that the player loses control of their ship while the dialog is displayed. The ship proceeds to make slow left circles, with the big problem being that it can run into things. The player might zip through the dialog without really reading it, just to regain control of the ship.

When possible, display your dialogs while the player is docked, especially when there's some new information being imparted. If you can't wait for docking, it's good practice to make the dialog a notification, which means it won't be displayed until the player opens the map -- that at least gives them a chance to try to find some clear space to circle in (not that most players would think to do that).

Dialog nodes have an option of requesting a yes/no response. This is the only way that the player can participate in a dialog. Otherwise, they're just listening.
B-3 Apocalypse

For free versions of the game, the B-3 Apocalypse is locked until bought with real-world money.

### For personal flying

The B-3 Apocalypse is widely regarded as the ultimate ship for assaults on capital ships (if you're playing a free version of the game, it's not available until you unlock it with real money). The dual rail gun is capable of OHK (one-hit kill) on most targets on capital ships, which significantly augments the torpedoes. The 4x Plasma Cannon can also deal some damage to capital ships and structures, although the sluggish handling of the bomber class limits the plasma cannon's usefulness against fighting ships. The Double Plasma Turret helps keep attackers at bay, and can be used with the Rear Gun view to shoot enemies behind the bomber.

In the main campaign, the torpedo launcher can hold 6 torpedoes. In the two alternate campaigns, it can only hold 4 torpedoes.

### For AI-controlled combat

Under AI control, none of the bombers is effective against fighter craft. For that matter, they're not effective against fighter craft when you fly them yourself.
MK-10 Quad

The player receives a free MK-10 Quad early on in the Conquest of Tau Ceti campaign.

### For personal flying

As with the MK-8 Triad (and MK-6 Pretorian and Black Swan), the chaingun is the star. Here's it's a 2x Chaingun with 500 shots. The MK-10 Quad also comes with a missile launcher as standard equipment.

The hardpoint allows you to upgrade the chaingun to 3x, or to add laser cannons or plasma cannons. Interestingly, you can load different ammo types into the main chainguns and the hardpoint chaingun.

Choosing the extra chaingun means that no energy weapons are fitted, so the energy management can be set to route all power to the shields, or to the shields and boosters if you prefer. But with only chainguns and missiles available, it's possible to run out of ammunition on both, so you'll probably want to have at least one other combat ship in your flight.

### For AI-controlled combat

Under AI control, the MK-10 Quad can't be authorized to fire the chainguns without also being authorized to fire its missiles. The MK-6 Pretorian or the MK-8 Triad (without a missile launcher), would generally be preferable even though the Pretorian's chaingun only carries 333 shots worth of ammo and the Triad only has a 2x chaingun.
Malú

**María Lucía Sánchez Benítez** (15 de marzo de 1982, Madrid, España), conocida como **Malú**, es una cantante y actriz española.

Se hizo conocida a partir de 1998 por su álbum de estudio Aprendiz. A partir de ahí, su fama creció, y fue invitada a diversos programas musicales como La Voz. Empezó además una carrera como actriz en 2026, interpretando a Uta en el Universo Cinematográfico Churliburliano.

Fue pareja del político Albert Rivera, con quien tuvo una hija, desde 2019 hasta 2023.

## Discografía

Álbumes de estudio

* 1998: Aprendiz
* 1999: Cambiarás
* 2001: Esta vez
* 2003: Otra piel
* 2005: Malú
* 2006: Desafío
* 2009: Vive
* 2010: Guerra fría
* 2013: Sí
* 2015: Caos
* 2018: Oxígeno
* 2021: Mil batallas
* 2026: Black & Furious: Churliburli Forever (Original Motion Picture Soundtrack)
Black Swan

The player receives a free Black Swan in the early part of the Conquest of Tau Ceti campaign.

### For personal flying

While the other fighters are primarily energy weapon platforms, the Black Swan is all about its factory-standard 2x Chaingun. The chaingun is a large-caliber machine gun, and shields won't protect the target against bullets. The chaingun is effective to full targeting range, but at full range it has trouble leading targets that are moving across the field of fire.

The heaviest ammo for a chaingun (uranium) delivers 14 damage per hit, and with its dual chaingun the Black Swan gets 28 per hit. That's three times what you get from a 3x Plasma Cannon if the target's shields are down, and without the need to get the shields down first. The downside is that it carries a limited amount of chaingun ammo (500 shots), and you'll need to pay to reload it when you dock.

The Black Swan offers plasma cannons for the hardpoint. Choosing that option will give the ship an alternative weapon system that can't run out of ammunition. The 4x Plasma Cannon delivers about 11 damage per hit against an unshielded target, so it's clearly not as powerful as the chainguns are, even when the target's shields are down. There's no point in using both the plasma cannon and the chainguns against a shielded target, because the plasma cannon will only be chewing away on the shield while the chainguns don't care about the shield. **Important:** when fitted, the plasma cannons become the primary weapon and the chainguns are reassigned to be the secondary weapon.

The Black Swan can be fitted with a rocket pod instead of the plasma cannons. Since no energy weapons are fitted in that case, the energy management can be set to route all power to the shields, or to the shields and boosters if you prefer. With the rockets fitted, it's not unusual to run out of ammunition on both the chainguns and the rockets, so you'll probably want to have at least one other combat ship in your squadron.

### For AI-controlled combat

The stock Black Swan, loaded with uranium ammo, is a potent AI-controlled gun platform. Just be sure to authorize it to fire the chaingun.
Laba Lerma Pro

> OK, aleskla.
>
> Laba Lerma Pro, en todas sus clases.

Laba Lerma Pro (Madrid, España, antes de 1975) es una profesora de alemán, política y activista española.

Laba Lerma estudió alemán en países como Liechtenstein. Se presentó bajo el PACMA a las elecciones de la presidencia de La Rioja, consiguiendo tan menos de un 1% de los votos.
G-3 Rodan

### For personal flying

The G-3 Rodan is the low-cost entry in the 40mm Cannon club, but it's not in the same class as the other gunboats. It's only a single 40mm Cannon, the Missile Launcher only holds six missiles, and the energy weapon options on the hardpoint are unimpressive.

### For AI-controlled combat

None of the gunboats shines when AI-controlled, and the G-3 Rodan doesn't really impress even when authorized to fire its 40mm cannon and missiles.
Homing Weapons

### Overview

In the game, all explosive weapons are homing and all homing weapons are explosive.

Homing weapon ammunition comes in three forms. Guided ammunition are the standard loads, and they require that you lock a target before firing the weapon. Self-targeting ammunition will automatically pick a target and will switch targets if the original choice is destroyed. Some self-targeting ammunition contains multiple self-targeting warheads, but the damage inflicted by an individual warhead is rocket-level.

Self-targeting ammo is an excellent choice when you might allow AI to fire the weapon. When flying the ship yourself, it's useful for engaging from a distance beyond target-lock range.

### Rocket Pods

From the game: "Light anti fighter rockets with targeting computers and high maneuverability. Great weapon against small but fast moving ships."

The emphasis on "small" ships is because the damage inflicted by rockets is relatively low. A single rocket hit is unlikely to destroy any but the smallest and weakest ships.

Ammo options and their damage ratings:

* A3: 30
* D5: 50
* H7X: 80
* Z9: 50 (auto target seeking)

### Missile Launcher

From the game: "Multi-purpose missiles suitable for heavy and light targets."

Ammo options and their damage ratings:

* B2: 100
* F4s: 150
* G8: 300 (auto target seeking)
* X9-C: 4x60 (auto target seeking cluster)

### Torpedoes

From the game: "deal heavy damage to big, slow-moving targets."

Torpedoes are primarily intended for use against target points on capital ships. The game hints state that torpedoes do extra damage against turrets.

Ammo options and their damage ratings:

* Torpedo: 400
* Nuclear Torpedo: 500
* Antimatter Torpedo: 700
* Swarm Missiles: 12x60 (auto target seeking cluster)

The Swarm Missiles are missiles, not a torpedo. Each warhead delivers only rocket-sized damage. Taken all together, they deliver a torpedo-sized punch, but that punch tends to be scattered across multiple targets.
Campaigns Editor: User Interface

On the left side of the screen are a couple of items that apply to the campaign as a whole.

The Basic Config button lets you set the name (title) of the campaign, the tagline (description), and the intro that will be displayed when the game opens. You can also activate a leaderboard for your campaign, which only makes sense if you turn on scoring within the campaign.

The Faction Config button lets you decide which factions are available in your campaign. Concordia and Pirates are always available; Concordia is always friendly and Pirates are always enemies. The three contract-issuing factions (Delta, Motus, and Syndicate) are also always available. Two (presumably alien) factions not used in the main campaign -- Voronoi and Exigo -- are also available. You can rename all of the factions, even the "Player" faction.

### Campaign Logic button

The Campaign Logic button opens up the graphical logic pasteboard. Two buttons let you add "nodes" to the board, and another button lets you create groups you can put the nodes into. You can connect each node to one or more other nodes.

### Campaign Logic user interface

   The Campaign Logic pasteboard has a number of buttons in the upper left. Aside from the common Undo and Redo buttons, there are two buttons for creating new nodes (action nodes and wait nodes), a button that lets you toggle between moving individual nodes or also moving all of the following nodes, a button for creating new groups, and one for creating new text comments.

### Node single-click user interface

When you single-click on a node, three icons appear around it. The trash can on the left is, of course, to delete the node. The two documents on the right is to clone the node. The four arrows below the node can be dragged to another node to connect the two.

This picture also shows an existing connection, with the X marker that can be used to break the connection.

### Node double-click user interface

When you double-click on a node, you can change its configuration.
Francisco Franco

Francisco Paulino Hermenegildo Teódulo Franco Bahamonde (4 de diciembre de 1892, Ferrol, La Coruña, Galicia, España-20 de noviembre de 1975, Madrid, España), conocido como Francisco Franco o simplemente Franco, fue un militar y dictador español. Gobernó España íntegramente bajo una dictadura fascista (llamada franquista debido a sus varias diferencias con el fascismo puro) desde 1939, después de ganar la Guerra Civil causada tres años antes por su fallido golpe de estado contra la Segunda República, hasta el día de su muerte.

Apodado Caudillo y/o Generalísimo, Franco fusionó los diversos partidos que le apoyaron en la guerra en la Falange Española Tradicionalista y de las Juntas de Ofensiva Nacional Sindicalista, y lo convirtió único partido legal durante su gobierno, aunque dio la orden de que se refiriese a este como el Movimiento Nacional. Fue gran amigo de los dictadores fascistas Adolf Hitler y Benito Mussolini; fueron de gran ayuda para su victoria en suelo español, y negoció con el primero una posible entrada a la Segunda Guerra Mundial, la cual finalmente no sucedió.

Franco nombró como sucesor al príncipe Juan Carlos I de Borbón, quién juró lealtad al Movimiento, aunque después de su muerte lo traicionó y restauró la democracia en España.
Transports

A minor terminology point. While most ships have a hyphen in their numerical designation (I-9, MK-6, G-2, B-3), there is no hyphen in the capacity designation of transporters.

The "Cargo:fuel Rating" column gives a very rough idea how fuel-effective the ship is. Higher numbers are better. It's calculated as six times the cargo capacity divided by the amount of fuel needed for a ten-minute thrust burn.

## Light Transporters

From the game: "Transport ship with cargo capacity 4-8 metric tons. Protected by automatic plasma turrets can be used in dangerous conditions. Medium armor and shields. Fuel consumption: 3 / 10 min burn."

Don't read too much into these ships being usable "in dangerous conditions." The description probably refers to having the transporter loiter near a combat zone to salvage any cargo released by transports destroyed in the skirmish (especially on Syndicate "cargo run" assignments). The turrets are point-defense equipment, intended to keep hostile ships at bay. These ships aren't equipped to kill hostiles, although if you're cornered you could try shooting at them from the Rear Gun view. Overall, it's best just to keep transporters out of combat.

T4 GorillaT6 RhinoT8 Hippo

## Heavy Transporters

From the game: "Medium transport ship with cargo capacity 10-16 metric tons. Protected by plasma turrets. Weak armor and shields make it an easy target for pirates. Requires escort. Fuel consumption: 4 / 10 min burn."

Actually, there is no available transporter with a 10-ton capacity.

Escorts aren't really required on simple cargo runs, including Transport and Smuggle contracts. As long as you don't take 15 hours or more to make a trip (and don't stumble into the next destination in the main campaign), you won't encounter combat.

T12 MuleT14 BrontoT16 Rex
Sieteex

Seve Miralles (Barcelona, 12 de febrero de 2003), mejor conocido como Sieteex es un influencer español, conocido por subir videos a la plataforma TikTok.

## Biografía

Seve Miralles nació el 12 de febrero de 2003 en Barcelona. En su adolescencia empezó a crear contenido para plataformas de redes sociales, como TikTok o YouTube, consiguiendo más de un millón de seguidores en sus cuentas.

En 2022, es escogido por Mediaset España como concursante de la primera edición del reality show Secret Story: La Casa de los Secretos, en el que quedaría en última posición.
G-2 Godzilla

### For personal flying

The G-2 Godzilla is a truly impressive fighting ship. The ability to mount a 4x Plasma Cannon on the hardpoint, combined with the two independently-targeted double plasma turrets, makes it a strong energy-weapon platform. Those turrets are able to fire forward at a target in firing range, making a total of eight plasma cannons trained on the target. The 2x 40mm Cannon makes quick work of whatever it's fired at, but it tends to run out of ammo fairly quickly. The Missile Launcher provides a fire-and-forget capability, and when loaded with X9-C four-head self-targeting missiles, you can begin engaging with the enemy while you're still closing to fighting distance.

It's possible to mount a 2x Laser Cannon on the hardpoint, but that's mostly useful against unshielded targets. When attacking a shielded target, you'd need to set up behind them and wait for the plasma turrets to remove their shield before the laser cannons' punch can be fully utilized. Against unshielded targets, the 2x Laser Cannon delivers 14 damage points versus 11 for the 4x Plasma Cannon.

### For AI-controlled combat

None of the gunboats shines when AI-controlled, but when fitted with the 4x Plasma Cannon, the G-2 Godzilla can cause some damage both with the plasma cannon and its dual plasma turrets. Authorizing the firing of its limited and expensive ordnance would certainly make a difference, but that's not something that's likely to be done very often.
Levels and Skills

### Overview

Like most RPGs (role playing games), *Space Commander: War and Trade* has a player level system with experience points and related trainable skills (called Commander Skills).

### Experience points

You gain one experience point (XP) for each kill. This is usually the major source of XP.

You also gain one XP with each five-point improvement in reputation of a faction. This is per faction, so two reputation points here and three reputation points there doesn't count. When your reputation with any faction increases to a level ending with a 1 or a 6 (for example, 21 or 56), you get an XP. Regaining reputation that you'd lost doesn't count. For most factions, reputation comes from trading, with one reputation point gained for each five units you buy or sell at one of their stations. For Delta, Motus, and the Syndicate, reputation is also improved by completing their contracts, and that's usually the main source of reputation for those factions.

### Pilot level

Your pilot level is determined by how many XP you've collected. The maximum pilot level is 40 (1640 XP), at which point XP is no longer tracked.\*

Each new pilot level is accompanied by the granting of one skill point. Each skill point can be used to train a skill up by one level, to a maximum of 4.

The game scales with pilot level. In combat, a higher pilot level means you'll encounter a larger number of foes or more challenging foes. In trading, a high pilot level means more units will be requested by Transport and Smuggle contracts.

### Commander skills

#### Combat-only skills

* Energetic Weapons Damage: increase by up to 40%
* Critical Strike: chance of making a killing hit when enemy HP is below 50%, up to 4%

#### Trading-only skills

* Bargaining: reduce cargo purchase mark-up (spread) by up to 4 percentage points for all factions

#### Contract skills, applicable to both combat and trading contracts

* Charisma: increase financial rewards of contracts by up to 20%

#### Purchasing skills

* Mechanic: reduce repair costs by up to 25%
* Quartermaster: reduce ammunition costs by up to 25%
* Ship Dealer: reduce ship prices by up to 15%
* Upgrades: reduce upgrade prices by up to 30%

#### Travel skills

* Navigation: reduce fuel consumption by up to 20% (which also improves range)
* Stealth: reduce chance of pirate attacks by up to 30%

\*For the mathematically curious: the number of XP required to reach pilot level *n* is *n*\*(*n*+1). That means that reaching pilot level *n* requires 2\**n* more XP than reaching the previous pilot level.
Campaigns Editor: Mission Management

It's important for the player always to have a clear idea what the current missions (quests) are. There are a few action node types you'll want to be sure to use.

* Dialog nodes are where you'll tell the player what they're to do next, and to keep them apprised of any changes.
* Quest log nodes are where you'll add mission goals when a mission starts, and remove them when the mission is completed (or failed).
* Fleet "Select fleet" and "Unselect fleet" nodes are how you highlight a mission target, and remove that highlighting. Highlight removal is automatic if the target fleet is destroyed.
* Some Player nodes suitable for mission rewards are "Add player credits," "Add player reputation," and "Add player's ship to fleet" (to grant a new ship). The "Add player's ship" can also be used to grant a new ship, but that causes the added ship to magically appear, rather than requiring the player to dock at a specific station to pick it up.
* For score-tracking (arcade) campaigns, the General action node "Set score" should be used at the beginning of the campaign, and "Finish campaign" at the end.
T6 Rhino

The T6 Rhino is an excellent step-up model. Its cargo size allows it to carry about as much of a single product as you can expect to sell at high prices in a single stop.

Aside from the larger cargo size, the T6 Rhino holds a bit more fuel than the T4 Gorilla and has a hardpoint that offers the ability to mount a second plasma turret. Neither of those features is of much significance.

The T6 can collect most, if not all, of the cargo salvaged when a cargo ship is destroyed. The optional second plasma turret is pretty much useless except for salvage operations, where the ship will need to remain in the combat zone.
Guns

### Overview

Guns are weapons that fire bullets and other shells that damage through brute force. Shields provide no defense against these weapons, but the weapons have limited ammunition and reloading will incur some cost. Effective range is usually limited only by the ability to establish a target lock.

The ship's target lock will automatically lead the target for you. At longer ranges, the weapons may not be able to swivel far enough to lead a target that's moving fairly quickly across your path.

### Chaingun

From the game: "Physical projectiles dealing damage with kinetic energy. Deals great damage to physical armor."

The chaingun is an ordinary machine gun, mostly found on heavy fighters. Ammo quantities depend on the ship but are usually sufficient for single skirmishes. Repeat fire rate is about five shots per second.

Ammo options and their damage ratings:

* Steel: 8
* Titanium: 11
* Uranium: 14

### 40mm Cannon

The non-repeating 40mm cannon found on the gunboat models delivers significant damage to the target without being affected by shields. Ammunition quantities are limited, though, and the pilot is advised to use this weapon judiciously. They are repeating-fire at about five shots per second.

Ammo options and their damage ratings:

* Steel: 25
* High Explosive: 35
* Antimatter: 50

### Rail gun

The rail gun launches very heavy projectiles with devastating effects on the target. They're particularly valuable against capital ships. The MK-2 Brutus comes with a single rail gun and the B-3 Apocalypse comes with a dual rail gun. They are repeating-fire at about one shot per second.

Ammo options and their damage ratings:

* Steel: 90
* Titanium: 130
* Uranium: 160
MK-2 Brutus

### For personal flying

The MK-2 Brutus is basically an anti-capital ship, being outfitted with a Rail Gun. In fact, it's the only non-premium ship with a rail gun. That's probably why it's so much more expensive than the other heavy fighters.

When loaded with uranium ammunition, the rail gun delivers 160 damage points per hit. While that's not in the "torpedo" range (400 to 700), you can shoot the rail gun thirty times before it's out of ammunition. Even if you need two hits against each target point, you can take out fifteen target points before reloading.

The MK-2 Brutus also comes with a 2x Plasma Cannon, but that's not powerful enough to be really useful.

No hardpoint is provided.

### For AI-controlled combat

Although the MK-2 Brutus could be effective in combat under AI control if authorized to use the rail gun, the extremely limited ammo of the rail gun makes that scenario unlikely, at least for enemy fighter craft.