<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Scourge+of+Ages</id>
	<title>FreeSpace Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Scourge+of+Ages"/>
	<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php/Special:Contributions/Scourge_of_Ages"/>
	<updated>2026-11-15T10:56:30Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.9</generator>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Mod_Incomplete_Reasons&amp;diff=39166</id>
		<title>Mod Incomplete Reasons</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Mod_Incomplete_Reasons&amp;diff=39166"/>
		<updated>2012-07-19T18:10:44Z</updated>

		<summary type="html">&lt;p&gt;Scourge of Ages: GTF Raziel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NoTOC__&lt;br /&gt;
==Bek&#039;Tah Interceptor==&lt;br /&gt;
Missing table  file.&lt;br /&gt;
&lt;br /&gt;
==Cargo Platform==&lt;br /&gt;
Missing table file in download, example provided on ship page.&lt;br /&gt;
&lt;br /&gt;
==GTF Raziel==&lt;br /&gt;
Missing table file, no eye points, no MOI&lt;br /&gt;
&lt;br /&gt;
==KCSL Kama==&lt;br /&gt;
Missing table file.&lt;br /&gt;
&lt;br /&gt;
==Lizard Killercraft==&lt;br /&gt;
Missing table  file.&lt;br /&gt;
&lt;br /&gt;
==Lizard Swarmercraft==&lt;br /&gt;
Missing table  file.&lt;br /&gt;
&lt;br /&gt;
==NF Banshee==&lt;br /&gt;
Missing table file.&lt;br /&gt;
&lt;br /&gt;
==NF Larvae==&lt;br /&gt;
Missing table file.&lt;br /&gt;
&lt;br /&gt;
==NF Phantasm==&lt;br /&gt;
Missing table file.&lt;br /&gt;
&lt;br /&gt;
==RLF Panther==&lt;br /&gt;
Needs MoI, easily suto-generated in PCS2. Also lacks icons.tbl to properly integrate a new species without errors.&lt;br /&gt;
&lt;br /&gt;
==RLF Tigris==&lt;br /&gt;
Needs MoI, easily suto-generated in PCS2. Also lacks icons.tbl to properly integrate a new species without errors.&lt;br /&gt;
&lt;br /&gt;
==SF Succubus==&lt;br /&gt;
This ship comes from the [[OTT]] Model dump, and therefore has no table file.&lt;/div&gt;</summary>
		<author><name>Scourge of Ages</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User-made_Ships&amp;diff=39165</id>
		<title>User-made Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User-made_Ships&amp;diff=39165"/>
		<updated>2012-07-19T18:07:47Z</updated>

		<summary type="html">&lt;p&gt;Scourge of Ages: tags for Acheron and Raziel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{|-&lt;br /&gt;
{|border=0 cellpadding=4 cellspacing=0 style=&amp;quot;margin: 0 0 1em 1em; background: #000; border: 0px #000 solid; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{UMS-Legend}}&lt;br /&gt;
|width=510px|The following is a list of released, user-made ship mods for [[Freespace 2]], for use in the creation of custom missions and campaigns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
*For canon ship classes from FreeSpace: The Great War: [[Great War-era craft]]&lt;br /&gt;
*For canon ship classes from FreeSpace 2: [[FreeSpace 2-era craft]]&lt;br /&gt;
*For ships from The Babylon Project: [[TBP shiplist|The Babylon Project craft]]&lt;br /&gt;
*For ships from Wings of Dawn: [[Wings_of_Dawn_Ships|Wings of Dawn craft]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Downloadable mods==&lt;br /&gt;
==Fighter Craft==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Bad Ulysses]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Perseus Adv]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVAf Apis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Chelob]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AF Charlatan]] {{WU}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CCF Minsk]] {{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Phoenix (Nuke)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVDr Scarab]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Chimera]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AF Kato]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CCF Volkov]] {{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Phoenix (TrashMan)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Anouke]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Gorgon]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AF Phylaki]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Acheron]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Raziel]] {{RI|Ship=GTF Raziel}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Apis]] &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Harpy]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Bek&#039;Tah Interceptor]] {{WU}}{{RI|Ship=Bek&#039;Tah Interceptor}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Claymore Mk1]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Selkie]] {{WH}}{{WU}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Ennead]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Hydra]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HEF Blizzard]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Claymore Mk2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Starstrider]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Heket]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Ifrit]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[KCSL Kama]] {{WH}}{{WU}}{{WN}}{{RI|Ship=KCSL Kama}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Claymore Mk3]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Svalin]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Heptu]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Naga]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Lethe]] {{WU}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Lethe]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Vampire]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Heset]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Scorpion II]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Lizard Huntercraft]] {{WU}}{{RI|Ship=Lizard Huntercraft}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Stentor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Vesuvius]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Imset]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Serpent]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Lizard Killercraft]] {{WU}}{{RI|Ship=Lizard Killercraft}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAF Styx]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Ymir]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Khepri]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Succubus (INF)]] {{WU}}{{RI|Ship=SF Succubus}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Lizard Swarmercraft]] {{WU}}{{RI|Ship=Lizard Swarmercraft}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTF Jackal]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVF Hestia]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Mihos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SF Succubus (Nuke)]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NF Banshee]] {{WH}}{{WU}}{{RI|Ship=NF Banshee}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTF Lancer]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[IH2 Sunrider]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Reshef]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Space Spider]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NF Larvae]] {{WH}}{{WU}}{{RI|Ship=NF Larvae}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTF Mig]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITF Anan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Saqqara]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NF Phantasm]] {{WH}}{{WU}}{{RI|Ship=NF Phantasm}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTF Wraith]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITF Benkei]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Scarab]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NF Unknown]] {{WU}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTFx Thor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITF Oni]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Seker]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[RLF Panther]] {{WU}}{{RI|Ship=RLF Panther}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Achilles]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PF Chimera]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Shrike]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[RLF Tigris]] {{WU}}{{RI|Ship=RLF Tigris}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Agias]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PF Hellbat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVF Shu]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[T-MF Cataphract]] {{WU}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Alves]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PF Satyr]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PVDr Jackal]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[T-MF Hussar]] {{WU}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Angel (non-canon)|GTF Angel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PF Shagrath]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PVF Seshat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UF Notus]] {{WH}}{{WU}}&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Antaeus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PF Vulture]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VEF Anhur MkIV]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Apollo Prototype]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PTF Kulas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VEF Aoh]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Archon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Pyro GX]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VEFx Yaaru]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Aurora]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Scimitar (Aldo)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VRC Inpu]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Autolycus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOF Banshee]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Carabus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOF Chaos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Chaos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOF Horae ]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Cyone]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOF Ophion]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Daedelus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Spacesuit]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Donar]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[STVsF Nightwing]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Draco]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TDr Firebee]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Enceladus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Falcon]] {{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Eos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Gefjon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Ezechiel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Ion]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Falcon]] &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Kestrel]] {{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Hercules Mk3]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Kvasir]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Icarus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Mustang Alpha]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Kelpie]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Mustang Beta]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Keres]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TF Shrike]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Ladiel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEF Izra&#039;il]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Leto]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UTF Cherokee]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Losna]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UTF Comanche]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTF Maverick]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UTF Seminole]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bomber Craft==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CCB Gurkov]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Hydra]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVB Hesat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SB Durja]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AB Attis]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAB Gagana]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Jotun]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVB Atlas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SB Kahlan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AB Satyr]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAB Peregrine]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Kronus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVB Imset]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SB Kasdeya]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AB Zakros]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FTB Saracen]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Maelstrom]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVB Petbe]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SB Vindhyachal]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Bek&#039;Tah Bomber]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Apollyon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Nemesis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VEB Shai]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SB Yali]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NB Unknown]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTTB Armageddon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Phoebus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[T-MB Cuirassier]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Holler]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Rhea]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NB Ghoul]]&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TB Atlas]] {{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Sabus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Azaes]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTsB Scimitar]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Callisto]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Surt]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVB Chnubis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Thunderbolt]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Claymore]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Uriel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Danaus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PB Sepuelture]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Diana]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UTB Navajo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Gagana]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UTB Yurok]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Hera]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOB Jotun D.H.]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEB Vajradhara]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Archangel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTB Berserker]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Ships (Cruisers, Corvettes, Frigates and Gunships)==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CCCa Andropov]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOC Orc]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Aten Mk2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SC Abel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AC Gordia]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAC Aesacus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TC Damocles]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Mafdet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SC Lamia]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AC Heraklion]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAC Avalonian]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEC Sanctus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Mekhet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SC Raguel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AC Malia]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAC Eclipse]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EACv Darkness]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Newet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SC Rictus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NC Unknown]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAC Evangelist]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Ajax]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Sai]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SCv Scylla]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ACv Malia]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Aegis (158th)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Alexandria]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Somtus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SFg Damini]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ACv Phaistos]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Aegis (OTT)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Bellerophon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Asarte]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SGs Asura]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NCv Unknown]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Aegis (IPA)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Chimera]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Naunet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AC Heraklion (ASW)]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Alcyone]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Chiron]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HLC Defiler]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AKFf Adamantium]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTBC Black Widow]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Cobra]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VEC Joh]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AKCve Orichalcum]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTBC Blade]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Eris]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCv Mandes]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[KCSL Hecatos]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Boreas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Nike]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCv Pachet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AKCs Iliaster]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Cretheus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Oberon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCv Udjat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Eris]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Ragnarok]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCv Petbe]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Garm]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Reyena]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VECv Duat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Gryphon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Valhalla]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VECv Geb]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Hyperion]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITCv Raiden]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVMCv Wepwawet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Mars]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NTCv Echelon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Repten]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTxC Njord]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PTCv Baranek]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCv Satyrs]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Odysseus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOCv Ehreos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVF Amon-Re]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Ophion]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOCv Neptune]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVC Tuket]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Orc]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOCv Phobos ADv|SOCv Phobos Adv]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVGs Hemsut]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCt Piranha]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFg Chrysaor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Ticonderoga]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFg Retribution]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Tyr]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFf Saphah]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Unknown]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEFg Karuna]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Vidar]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEFg Narayana]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[LPC Galleon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTGs Antwerpen]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PC Rumrunner]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTGs Enforcer]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITC Dainishi]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTGb Praetorian]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Morana]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Rhea]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Tane]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Phobos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOC Oculus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Avenger]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVFg Arpyia]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTMf Sparta]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Phoenix Rising]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCv Calypso]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTC Atlantis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Large Capital Ships (Carriers, Destroyers and Super Destroyers)==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTBCr Tennyson]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Gaia]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCa Kabechet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SCa Shiamak]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ACa Akrotiri]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EACa Telemus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Henderson]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVCa Tanen]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SD Iblis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AD Achladia]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCa Canberra]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Hera]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Apothess]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SD Kismat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AD Odigitria]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCar Fury]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Icelus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Asarte]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SD Vassago]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AD Pylos]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCa Galaxy]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Legion (Orion)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Hedetet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSD Diablo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ND Unknown]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTTCa Hestia]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Megaera]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HLD Mefdef]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ASD Minos]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCa Phoenix]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Ioa]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[VCI Bastet]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HEC Typhoon]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCr Trifid]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTHD Orion Mk2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVSD Hetka]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AKBc Azoth]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCa Warlock]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Orion Phase II]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Hathor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NCa Vampire]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TCa Constellation]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Raynor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Pharaoh]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TCa Sagittarius]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Sirona]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVD Apophis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAD Lindos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Titan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EASD Nemesis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Wotan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAD Tereus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Zagreus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CCD Kiev]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITD Ryujin]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[FD Vexor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[NTD Liberty]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Agamenmon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Emperor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Alexander]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOD Segomo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Atropos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TD Reliant]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Boreas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UED Solaris]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTD Daegon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCa Nemesis (Old)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSD Bastion]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOC Galatea]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SOSD Olemus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSD Odin]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSD Anchorage]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Super Capital Ships (Battleships, Dreadnoughts and Juggernauts)==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVBS Archangel Mk2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SODn Solaris]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVSJ Sechat-Hor]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SJ Amritaya]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AJ Androgeos]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDn Archangel]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TSJ Icanus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSJ Dante]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Vishnan Preserver]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTBs Moscow]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVA Colossus Mk II]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSJ Gigas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AJ Androgeos (Old)]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTVA Titan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TSJ Amaterasu]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SPD Vinaashak]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[HEHc Hurricane V]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSJ Gigas (Old)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Installations (Dry Docks, Star Bases and Jump Gates)==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[CI Haven]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Melia]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Abthys]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SI Acridon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AI Thera]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAI Andromeda]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Nareos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Cairo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SI Arachnas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AI Pyrgos]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAI Lycaon]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Samson]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Cairo Extension]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SI Hara]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AKI Alkahest]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Acheron]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDI Titan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Cheops]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Shivan JumpGate]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Aeglos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Whitehall]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Karnak]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SI Arachnas(Old)]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTExD Arcadia Defender]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ITI Yomi]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVI Ogdoad]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Arcas]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PCI Phoron]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Asteria]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TI Achilles]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Athens]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TSS Exos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Atlantis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TDS 1]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTMI Aule]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TDS 2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Bretonia]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TPG 1]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Chamelion]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Alliance Jump Gate]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDk Acropolis]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTExA]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDS Goliath]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Intrasystem Gate]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTExC]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Asteroid Installation]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Jump Gate]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Gas Refinery]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTI Silex]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Non-Combatants (Freighters, Transports and Auxilliaries)==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAFr Belus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Corsair]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVFr Shai]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ST Xerxes]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[RLFr Margay]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Aether]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Naxos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVT Isten]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[ATT Dallie]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDS Briareos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Svalin]] {{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVT Qeb]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AS Kamilari]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Clarius]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Titan]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVT Sesmu]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[LS Bek&#039;Tah|Bek&#039;Tah Support Ship]] {{WU}}&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Cyllene]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TT Pericles]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVSC Imhotep]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AFr Phaistos]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Demeter]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UET Kadmos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVSC Neith]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Sizifus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UET Upanishad]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Ulmo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTA Caerus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Vela]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTE Ehnaton]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEFr Demeter]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTE Vidar]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TG Bromios]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TSC Icarus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCol Columbus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEA Oculus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCVl Majestic]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Terran Probe]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTCVl Splendid]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTEP Bachus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTL Anemoi]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTS Abaris]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UEM Florence]] {{WH}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTS Eos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFT Constantine]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Anatis]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSC Copernicus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[PATr Baracuda]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSC Cyrene]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Star Rider]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTDr Phidias]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTT Wyvern]] {{WH}}{{WU}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSh Mercury]] {{WH}}{{WU}}{{WN}}{{BC}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other (Cargo Pods, Sentry Guns, Etc)==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{| border=1 cellpadding=0 style=&amp;quot;background:#351515;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Terran&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Vasudan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Shivan&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[EAFr Belus Cargo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Vela Cargo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Vasudan Mine]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSG Annihilator]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[RLCg A09]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Clarius Cargo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TDM Hephaestus]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GVSG Ammut]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSG Erebos]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[RLCg A17]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Cyllene Cargo]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Balmung]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[SSG Somnath]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[AC Phaistos Cargo]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Sizifus Cargo 1]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Euphrates]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TDD]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTFr Sizifus Cargo 2]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Safat]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Alien Defense Station]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[BSSG Myrdin]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Stalker Class Probe]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[UNX]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Gungnir]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Gunstar]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Serious Sandwich]]&lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Wolverine]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Pyre]]&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Cargo Platform]] {{WH}}{{WU}}{{RI|Ship=Cargo Platform}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Modular Construction Kit]] {{WH}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[TGas-1]] {{WH}}{{WU}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[GTSG Sleipnir]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
{| border=0 cellpadding=1 style=&amp;quot;background:#000000;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | [[Gas Ring]] {{WH}}{{WU}}{{WN}}&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes to Wiki contributors==&lt;br /&gt;
*To add a new ship use a sample template or copy and modify the source from an existing page. For screenshots I&#039;ve been going with the size 480x340 as standard. But this is completely arbitrary and anything around that size is probably acceptable.&lt;br /&gt;
*The format can be difficult to edit. It is perfectly acceptable to simply tack on your ship at the bottom of the appropriate column. Someone else can then later edit it in if desired. &lt;br /&gt;
*When adding, please place your new ship in the appropriate column. There are two columns for Terrans, one for Vasudans and Shivans and one for other. If your ship belongs to a non-canon species please place it in the OTHER column.&lt;br /&gt;
*This is for mods which are not meant as replacements for stock models. Meaning that, an HTL version of the GTFr Chronos does not belong here. Modified stock models on other hand may be acceptable. Ie the GTFr Aether is a Chronos with a pod attached and an extra turret.&lt;br /&gt;
*Should two different models have the same name, add the author&#039;s name in brackets as a suffix. (or alternatively the mod pack name)&lt;br /&gt;
*Add only ready models which are released and freely available. Always include a download link. It is okay if you later update it.&lt;br /&gt;
*If you do not want to write a description for your mod, simply add the name of your ship, which redirects the browser to a download link or website.&lt;br /&gt;
&lt;br /&gt;
[[Category: Mod Database]]&lt;/div&gt;</summary>
		<author><name>Scourge of Ages</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Capture_Missions&amp;diff=38101</id>
		<title>Capture Missions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Capture_Missions&amp;diff=38101"/>
		<updated>2012-03-31T06:48:06Z</updated>

		<summary type="html">&lt;p&gt;Scourge of Ages: Added &amp;quot;disarmed&amp;quot; to last paragraph.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Often, during the course of your campaign, it may become neccesary to capture, rather than destroy, an enemy vessel. Missions involving this tactic can be referred to as &#039;&#039;&#039;capture missions&#039;&#039;&#039;. Examples of this type of mission would be [[Enter the Dragon]] and [[First Strike]] in FreeSpace 1, with First Strike more typical of the way this mission type is often encountered in user-made campaigns.&lt;br /&gt;
&lt;br /&gt;
==FREDding a Capture Mission==&lt;br /&gt;
&lt;br /&gt;
Capture missions can be quite difficult to make and fully test, largely because of the design of the FreeSpace AI, which is geared towards destroying things, rather than simply damaging them enough to capture. Moreover, making a coherent and realistic plot for these missions is also potentially difficult. When FREDding, bear the following suggestions in mind: &amp;lt;br&amp;gt;&lt;br /&gt;
*Decide early on exactly how much resistance the vessel you are capturing will put up, and how much you want the player to do to make the area safe for any capturing vessels. [[Shivans|Shivan]] ships, for example, will need to be entirely disabled and disarmed before they can be captured, whereas civilian ships may give up after simply losing their engines. Read [[Disarming ships|this]] article for additional hints.&lt;br /&gt;
&lt;br /&gt;
*The next major problem you will face is the FreeSpace AI. Just ordering them to disable and/or disarm a ship is not enough. You must then remind them that the vessel is now off limits as far as attacking is concerned. There are several ways to accomplish this:&amp;lt;br&amp;gt;&lt;br /&gt;
**Adding Ignore - Ship AI to friendly fighters. This will work, but must be added to all ships in the field of battle to be effective.&lt;br /&gt;
**Protecting the disabled Ship - This has the same effect as the ignore AI directives, with much less intensive SEXPing.&lt;br /&gt;
**Changing the IFF of the disabled ship - This will work, but is not reccomended, as it implies that the ship has become friendly, rather than simply having been subdued. Moreover, this will cause any hostile fighters that may warp in to protect it to regard it as an enemy (though this may be beneficial if, for example, they would rather destroy the ship than see its crew fall into enemy hands). Volition used this method.&lt;br /&gt;
*Just as your wingmen will continue attacking a disabled ship, so will that ship keep attacking your wingmen if you do not order it not to. If you&#039;re not changing its AI to friendly, remember to lock all the turrets and beams of a surrendering ship.&lt;br /&gt;
*Use the escort list wisely, and remember that any vessels doing the capturing should be placed on this list. Lack of escorted vessels is a classic sign of less than stellar mission, and should be avoided.&lt;br /&gt;
*Weapons and engines are not the only subsystems of relevance to a captured ship. An intact communications subsystem may allow a vessel to call for reinforcements, while a destroyed navigation subsytem may prevent a ship from jumping to subspace even when its engines are still intact. Use these non-core subsystems in your missions, but be aware of the amount of damage you&#039;re doing to a ship. Smaller vessels may take considerable damage if you destroy multiple subsystems and turrets, potentially risking their unintentional destruction by the player.&lt;br /&gt;
*Ensure the capture transport sends messages often, keeping the pilots updated about the status of the capture operation.&lt;br /&gt;
*The capture transport will make a tempting target for hostile fighters, and its protection should be a goal for the player. Make sure that you have contingencies in place should this first attempt at capturing fail, whether that be sending more transports, or declaring the mission a failure. This may be grounds to trigger an order to destroy the disabled vessel, rather than allow the enemy to reclaim and repair it.&lt;br /&gt;
*Be sensible in your choice of capture vessel. While a [[GTS Hygeia|GTS &#039;&#039;Hygeia&#039;&#039;]] is perfectly appropriate for capturing a disabled enemy fighter, it almost certainly will not be able to deploy enough troops to subdue the crew of a destroyer.&lt;br /&gt;
*Keep in mind the potential for multiple points of entry on disabled vessels. Many ships have multiple dockpoints which can now be accessed thanks to the Source Code Project&#039;s multidocking code, and larger vessels may be able to be infiltrated through their fighterbays.&lt;br /&gt;
*Keep in mind that a disabled vessel should not warp under its own power unless its engines are repaired, and while a docked vessel can warp out and take the captured vessel with it, this should, ideally, only occur between vessels of comparable size.&lt;br /&gt;
*&#039;&#039;&#039;Note that non-friendly fighters that are part of a wing and that have been disabled &#039;&#039;or&#039;&#039; disarmed will self-destruct after a short period of time.&#039;&#039;&#039;  This is intentional behavior but can be surprising and frustrating for FREDders trying to create a capture mission for an enemy wingman.  To avoid this behavior, set the ship to friendly after it is disabled, or remove it from the wing.  Note that Arjuna 1 in [[Enter the Dragon]] was not part of a wing.&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED Tips]]&lt;/div&gt;</summary>
		<author><name>Scourge of Ages</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Main_Page&amp;diff=32443</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Main_Page&amp;diff=32443"/>
		<updated>2010-12-25T22:27:21Z</updated>

		<summary type="html">&lt;p&gt;Scourge of Ages: Adding &amp;quot;User-made Ships&amp;quot; to the main page nav list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Categories==&lt;br /&gt;
Categories? Do you know how to make new categories? I thought I did, but it seems I did not. Is it possible to make categories at all? - [[User:TopAce|TopAce]] 23:51, 15 Nov 2005 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s easy. You just need to add &amp;lt;nowiki&amp;gt;[[Category:Category name]]&amp;lt;/nowiki&amp;gt; (without the nowiki tags, obviously) and then go to the Category:Category name page. The wiki will auto generate the basic page for you. [[User:Black Wolf|Black Wolf]] 11:53, 16 Nov 2005 (CET)&lt;br /&gt;
&lt;br /&gt;
== Featured Article ==&lt;br /&gt;
&lt;br /&gt;
Aren&#039;t there any other articles besides the one on Shivans? It kinda makes this place feel like it&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
:Sure there are lots of other articles than one on Shivans, and the article can be changed too, i just haven&#039;t really seen any propositions lately. - [[User:Wanderer|Wanderer]] 00:07, 7 April 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
A big thanks to whoever made ASW the featured campaign of the moment! [[User:SpaceFreak|SpaceFreak]] 08:12, 15 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just wondering - The Current Featured Article is about a Campaign ([[Terran-Vasudan War Project]]) that apparently is dead, seeing as I cannot find a single server that is currently hosting the files for download. Do we really want ot showcase a campaign for new players that they will be unable to play?--[[User:Krajerino|Krajerino]] 04:05, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Individual teams are supposed to take of their respective web pages that are outside of the FSwiki. We have no power nor means to change anything there. So if project&#039;s webpages are outdated we can&#039;t really help you or them other than notifying the respective project. In this case however you should be able to download the content via the forums [http://www.hard-light.net/forums/index.php?topic=69901.0]. I suppose same links could be added to TVWP wikipage. And given that TVWP just recently (June 2010) put out a new demo release i doubt that the project would actually be dead. - [[User:Wanderer|Wanderer]] 04:39, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The TVWP staff forgot to fix the links when we posted the release thread.  Everything should be okay now.  Thanks to Wanderer for the heads-up in our project board. - [[User:Goober5000|Goober5000]] 03:59, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Could somebody do a Wings of Dawn page that is awesome so we can feature it? BP gets its fair share of the limelight already. [[User:General Battuta|General Battuta]] 00:40, 5 October 2010 (UTC)&lt;br /&gt;
*This would be very welcome. Might want to ask on the wiki board as well, though, as I suspect that gets more attention than a mere talk page. - [[User:Shade|Shade]] 11:39, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Admin Control?==&lt;br /&gt;
Do you have to be like...an Admin to change the main?&lt;br /&gt;
:ATM, AFAIK no. - [[User:Wanderer|Wanderer]] 15:04, 16 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==More features?==&lt;br /&gt;
&lt;br /&gt;
Do you agree on having more than a &amp;quot;Featured Campaign of the Moment&amp;quot; section in the main page? Something like highlights on recent articles and such? --- [[User:Mobius|Mobius]]&lt;br /&gt;
:No thanks, I think the main page is fine as it is now. - [[User:Snail|Snail]] 16:35, 7 April 2009 (UTC)&lt;br /&gt;
::Agreed. - [[User:TopAce|TopAce]] 16:51, 7 April 2009 (UTC)&lt;br /&gt;
:::You have to admit that it&#039;s very poor compared to the average Wiki&#039;s Main Page. --- [[User:Mobius|Mobius]]&lt;br /&gt;
::::No, it&#039;s not. It&#039;s simple. It says what&#039;s needed. And that&#039;s all which is required of a Wiki Main Page. - [[User:Snail|Snail]] 08:26, 10 April 2009 (UTC)&lt;br /&gt;
While I wouldn&#039;t mind seeing the featured campaign cycle a little more often, my chief complaint about the &amp;quot;average&amp;quot; Wiki main page is that it&#039;s too busy.  Less is more.  --  [[User:BlueFlames|BlueFlames]] 15:32, 10 April 2009 (UTC)&lt;br /&gt;
:What do you mean? Are there too many links? - [[User:TopAce|TopAce]] 17:56, 10 April 2009 (UTC)&lt;br /&gt;
::I mean the FS Wiki&#039;s main page looks better than other Wikis because it doesn&#039;t have seventeen sections of useless, trivial clutter.  -- [[User:BlueFlames|BlueFlames]] 03:25, 11 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Adding &amp;quot;[[User-made Ships]]&amp;quot; to the main page nav list==&lt;br /&gt;
EDIT: I wanted to add the &amp;quot;[[User-made Ships]]&amp;quot; page to the nav menu on the right under &#039;&#039;Modding FreeSpace&#039;&#039;, but I can&#039;t get to that section by just clicking the edit button on the main page. Can somebody with the ability add that for me?. --[[User:Scourge of Ages|Scourge of Ages]] 22:20, 25 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Scourge of Ages</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Talk:Main_Page&amp;diff=32442</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Talk:Main_Page&amp;diff=32442"/>
		<updated>2010-12-25T22:20:53Z</updated>

		<summary type="html">&lt;p&gt;Scourge of Ages: Note about adding User-made Ships&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Categories==&lt;br /&gt;
Categories? Do you know how to make new categories? I thought I did, but it seems I did not. Is it possible to make categories at all? - [[User:TopAce|TopAce]] 23:51, 15 Nov 2005 (CET)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s easy. You just need to add &amp;lt;nowiki&amp;gt;[[Category:Category name]]&amp;lt;/nowiki&amp;gt; (without the nowiki tags, obviously) and then go to the Category:Category name page. The wiki will auto generate the basic page for you. [[User:Black Wolf|Black Wolf]] 11:53, 16 Nov 2005 (CET)&lt;br /&gt;
&lt;br /&gt;
== Featured Article ==&lt;br /&gt;
&lt;br /&gt;
Aren&#039;t there any other articles besides the one on Shivans? It kinda makes this place feel like it&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
:Sure there are lots of other articles than one on Shivans, and the article can be changed too, i just haven&#039;t really seen any propositions lately. - [[User:Wanderer|Wanderer]] 00:07, 7 April 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
A big thanks to whoever made ASW the featured campaign of the moment! [[User:SpaceFreak|SpaceFreak]] 08:12, 15 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just wondering - The Current Featured Article is about a Campaign ([[Terran-Vasudan War Project]]) that apparently is dead, seeing as I cannot find a single server that is currently hosting the files for download. Do we really want ot showcase a campaign for new players that they will be unable to play?--[[User:Krajerino|Krajerino]] 04:05, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Individual teams are supposed to take of their respective web pages that are outside of the FSwiki. We have no power nor means to change anything there. So if project&#039;s webpages are outdated we can&#039;t really help you or them other than notifying the respective project. In this case however you should be able to download the content via the forums [http://www.hard-light.net/forums/index.php?topic=69901.0]. I suppose same links could be added to TVWP wikipage. And given that TVWP just recently (June 2010) put out a new demo release i doubt that the project would actually be dead. - [[User:Wanderer|Wanderer]] 04:39, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The TVWP staff forgot to fix the links when we posted the release thread.  Everything should be okay now.  Thanks to Wanderer for the heads-up in our project board. - [[User:Goober5000|Goober5000]] 03:59, 23 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Could somebody do a Wings of Dawn page that is awesome so we can feature it? BP gets its fair share of the limelight already. [[User:General Battuta|General Battuta]] 00:40, 5 October 2010 (UTC)&lt;br /&gt;
*This would be very welcome. Might want to ask on the wiki board as well, though, as I suspect that gets more attention than a mere talk page. - [[User:Shade|Shade]] 11:39, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Admin Control?==&lt;br /&gt;
Do you have to be like...an Admin to change the main?&lt;br /&gt;
:ATM, AFAIK no. - [[User:Wanderer|Wanderer]] 15:04, 16 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==More features?==&lt;br /&gt;
&lt;br /&gt;
Do you agree on having more than a &amp;quot;Featured Campaign of the Moment&amp;quot; section in the main page? Something like highlights on recent articles and such? --- [[User:Mobius|Mobius]]&lt;br /&gt;
:No thanks, I think the main page is fine as it is now. - [[User:Snail|Snail]] 16:35, 7 April 2009 (UTC)&lt;br /&gt;
::Agreed. - [[User:TopAce|TopAce]] 16:51, 7 April 2009 (UTC)&lt;br /&gt;
:::You have to admit that it&#039;s very poor compared to the average Wiki&#039;s Main Page. --- [[User:Mobius|Mobius]]&lt;br /&gt;
::::No, it&#039;s not. It&#039;s simple. It says what&#039;s needed. And that&#039;s all which is required of a Wiki Main Page. - [[User:Snail|Snail]] 08:26, 10 April 2009 (UTC)&lt;br /&gt;
While I wouldn&#039;t mind seeing the featured campaign cycle a little more often, my chief complaint about the &amp;quot;average&amp;quot; Wiki main page is that it&#039;s too busy.  Less is more.  --  [[User:BlueFlames|BlueFlames]] 15:32, 10 April 2009 (UTC)&lt;br /&gt;
:What do you mean? Are there too many links? - [[User:TopAce|TopAce]] 17:56, 10 April 2009 (UTC)&lt;br /&gt;
::I mean the FS Wiki&#039;s main page looks better than other Wikis because it doesn&#039;t have seventeen sections of useless, trivial clutter.  -- [[User:BlueFlames|BlueFlames]] 03:25, 11 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Adding something==&lt;br /&gt;
I&#039;m going to add the User-made Ships page to the modding section here. Let me know if that&#039;s out-of-line or anything. --[[User:Scourge of Ages|Scourge of Ages]] 22:20, 25 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Scourge of Ages</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Just_Another_Day_Collector%27s_Edition&amp;diff=31319</id>
		<title>Just Another Day Collector&#039;s Edition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Just_Another_Day_Collector%27s_Edition&amp;diff=31319"/>
		<updated>2010-10-14T16:56:04Z</updated>

		<summary type="html">&lt;p&gt;Scourge of Ages: minor spelling and grammar improvements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:JAD-Banner.jpg|center|HOLYCRAPONASTICKRUN!!!]]&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;Just Another Day Collector&#039;s Edition&#039;&#039;&#039;&#039;&#039; (&#039;&#039;&#039;&#039;&#039;JAD:CE&#039;&#039;&#039;&#039;&#039;) is a re-release and compendium of Axem&#039;s [[Just Another Day]] (JAD), [[Just Another Day 2: Electric Boogaloo]] (JAD2:EB) and [[Just Another Day 3: Shivans on a Plane]] (JAD3:SoaP) by Axem, compatible with the 3.6.12 [[mediavps]]. With JAD&#039;s tradition heavily reliant on Hard Light Productions&#039; (HLP) in-jokes and the latest happenings, as well as HLP tradition and FreeSpace development history, parodied in the FreeSpace universe as individual campaigns consisting of no more than six missions and no fewer than six missions each, JAD:CE is not just a re-release of JAD, JAD2:EB, and JAD3:SoaP but an update of all three campaigns, incorporating even more references to popular campaigns, re-worded comm lines and some added clarity for some missions, briefings and debriefings that may not make immediate sense to a player new to the FreeSpace universe.&lt;br /&gt;
&lt;br /&gt;
It also features three times God&amp;amp;mdash;the combined total of God in JAD, JAD2:EB and JAD3:SoaP&amp;amp;mdash;plus one. As usual, three times God plus one was not your God; your God may vary.&lt;br /&gt;
&lt;br /&gt;
==At A Glance==&lt;br /&gt;
:&#039;&#039;See also: [[Just Another Day]]&lt;br /&gt;
:&#039;&#039;See too: [[Just Another Day 2: Electric Boogaloo]]&lt;br /&gt;
:&#039;&#039;C-3PO: [[Just Another Day 3: Shivans on a Plane]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;YOU&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
ARE&lt;br /&gt;
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OBVIOUSLY&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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Alpha 1. Yessirree.&lt;br /&gt;
&lt;br /&gt;
Your mission: stop spam from flooding the GTVA&#039;s mail servers, learn MORE about the Shivans, battle some corrupt authority that no one gives a hoot about, and when you&#039;re done, watch yourself on a plane.&lt;br /&gt;
&lt;br /&gt;
Yes, all of the above. And no, there&#039;s not a got-damn motherfrakking thing you can do about it. Just another day right there.&lt;br /&gt;
&lt;br /&gt;
This compendium also features three times all the following plus one, in any three-times-six order you choose:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Three times plotholes plus one!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Three times copyright infringements plus one!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Three times references to disco music plus one!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Three times the power of ETAM, the next-next generation of ETAK plus one!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Three times God plus one!&#039;&#039;&#039;&#039;&#039;*&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Three times AND MORE plus one!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;* - Three times God plus one was never your God, your God may vary.&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Major Changes==&lt;br /&gt;
* A new ship&lt;br /&gt;
&lt;br /&gt;
==Minor Changes==&lt;br /&gt;
* All three campaigns now packed into a single mod and compatible with the 3.6.12 mediavps;&lt;br /&gt;
* Bug fixes;&lt;br /&gt;
* Several in-game mission messages and debriefing recommendation texts clarified and/or re-worded; and&lt;br /&gt;
* A Spoon.&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
* Three six-mission campaigns&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Axem, a veteran FREDder, has always maintained that JAD was partially inspired by [[User:Goober5000|Goober5000]]&#039;s [[Deus Ex Machina]] (DEM) and FreeSpace&#039;s turbulent history that at one point cumulated in a possible buyout by Derek Smart (which ultimately failed). After experiencing how a Blue Screen of Death felt like to a computer running Windows ME&amp;amp;mdash;an immediate side-effect of playing DEM&amp;amp;mdash;Axem realised that nobody has ever attempted to create a serious parody of FreeSpace and its community out of itself, and decided to do it himself.&lt;br /&gt;
&lt;br /&gt;
The initial release of JAD was met with near-universal acclaim from all members of HLP, veterans and newcomers alike, and JAD soon became one of the few campaigns recommended to players wanting to upgrade from FreeSpace 2 to FS2_Open. This runaway success also made Axem even more famous in the community; although he was already an established member prior to JAD, its release upgraded the infamy of his nickname from &amp;quot;established&amp;quot; to &amp;quot;household&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
JAD&#039;s sequels, JAD2:EB and JAD3:SoaP, have received the same amount of acclaim as JAD, if not more, and JAD itself has been released a total of three times, discounting this hound: its initial release, a Special Edition, and a Super Special Edition.&lt;br /&gt;
&lt;br /&gt;
==Developers==&lt;br /&gt;
* Axem &amp;amp;mdash; &#039;&#039;Just Another FREDder&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
* [http://www.hard-light.net/forums/index.php?topic=71634.0 Release Thread | Hard Light Productions]&lt;/div&gt;</summary>
		<author><name>Scourge of Ages</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=30884</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=30884"/>
		<updated>2010-08-28T07:36:03Z</updated>

		<summary type="html">&lt;p&gt;Scourge of Ages: /* $Rotation Time: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5339|5861}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I&#039;ll leave these here - commented away - until we can be sure they are not needed&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the damage particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Same for sliding as the $Forward decel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s facing without changing its direction.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;BTRL&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*List is changed to&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpin effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as &#039;&#039;BTRL&#039;&#039; or &#039;&#039;default&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible to player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Scourge of Ages</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=30883</id>
		<title>Ships.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=30883"/>
		<updated>2010-08-28T07:07:23Z</updated>

		<summary type="html">&lt;p&gt;Scourge of Ages: /* $Rotation Time: */ added the equivalents in yaw/pitch/roll&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersion|5339|5861}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I&#039;ll leave these here - commented away - until we can be sure they are not needed&lt;br /&gt;
Links to archived versions:&lt;br /&gt;
*[[Ships.tbl/CVS_version|CVS version of ships.tbl]]&lt;br /&gt;
*[[Ships.tbl/Retail_version|Retail version of ships.tbl]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the damage particle spew&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*This defines how hard you hit something. If you set it very high, a collision will severely damage your ship, and push the lower density object away; the higher the numbers are, the harder they will hit and the farther they will be pushed. Setting a density of 10 on a fighter with 180 hitpoints will cause the fighter to immediately explode if it collides with, say, an asteroid.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Damp affects how quickly you will accel/decel to your target velocity. Higher damp means slow acceleration and deceleration. The lower this number, the faster the ship responds. For example, specifying a value of 0.0 means there is no damping, in other words, people would say, &amp;quot;this has no physics, like Wing Commander.&amp;quot; The more damping, the harder to control, but the more smoothly it moves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Same thing, but for rotational movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;yaw,&amp;quot; y-axis is &amp;quot;pitch,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to maximum velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Same for sliding as the $Forward accel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Same for sliding as the $Forward decel: is for for normal movement.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s facing without changing its direction.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode. If &amp;gt; 0, sets a fixed acceleration rate in glide mode depending on value. If set to 0, impossible to accelerate while in glide mode. If negative, enables glide speed ramping (acceleration in glide mode ramps in the same way as in normal flight). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesnt do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;BTRL&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*List is changed to&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;&lt;br /&gt;
**&#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
**&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpin effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as &#039;&#039;BTRL&#039;&#039; or &#039;&#039;default&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship explodes into debris immediately, or whether it has the many small explosions before breaking apart slowly&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*The amount of energy available. The higher the output, the faster your weapons and shields recharge.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, multiplier of total subsystem hitpoints repaired per second, 0.01 equals 1% of total hitpoints recharged per second}}&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
*Defined only for the reverse acceleration, Set the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as $Forward accel:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Pos:===&lt;br /&gt;
*How the model will show at techroom. The position of the camera relative to the model in the tech room and the target box view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Closeup_Zoom:===&lt;br /&gt;
*How the model will show at techroom. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Spew Time:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table3611|&lt;br /&gt;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting down&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Subsystem]]&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible to player to fly the ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Scourge of Ages</name></author>
	</entry>
</feed>