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	<title>Elite Wiki - User contributions [en]</title>
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	<updated>2026-04-11T16:57:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Weapons&amp;diff=12235</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Weapons&amp;diff=12235"/>
		<updated>2008-12-30T02:40:46Z</updated>

		<summary type="html">&lt;p&gt;Badjim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pulse Lasers ==&lt;br /&gt;
The most basic weapon type is the pulse laser, which shoots for short intervals. The 1MW version is very weak but the 5MW is useable. The 30MW mining laser is quite powerful, but has rather a long cool down. This makes it hard to hit small fast moving ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beam Lasers ==&lt;br /&gt;
&lt;br /&gt;
Most players will want to equip themselves with a beam laser. They do plenty of damage to large ships while making it easier to hit small fighters. Resist the urge to pack the biggest laser you can - any beam laser will kill things at reasonable speed. First consider the need to have a few shields, a decent hyperdrive, vital equipment and maybe some trading space.&lt;br /&gt;
&lt;br /&gt;
More powerful lasers overheat quickly. The 1MW beam laser does not overheat easily. The 4MW, 20MW and 100MW versions should be used with a laser cooling booster. The 100MW version overheats a little too quickly and is not recommmended, since the 20MW version is deadly enough and overheats less.&lt;br /&gt;
&lt;br /&gt;
No matter how many shields you have, the enemy can kill you pretty quickly with high power lasers. They have a weakness though. If you can dodge them for a few seconds any beam lasers from 4MW upwards will overheat and become far less dangerous.&lt;br /&gt;
&lt;br /&gt;
== Plasma Accelerators ==&lt;br /&gt;
&lt;br /&gt;
Effectively just more powerful beam lasers but with one key difference - they take a long time to overheat and for practical purposes they don't. The question is whether you want to sacrifice 500 tonnes for a small plasma accelerator when a 20MW beam laser can kill any normal target very quickly with just 75 tonnes.&lt;br /&gt;
&lt;br /&gt;
The large plasma accelerator is the ultimate weapon that pilots aspire to owning. That is, until they get one and realize that the small plasma accelerator is just as effective and leaves 400 tonnes of space free for shields etc. There isn't really any room for improvement over the small plasma accelerator.&lt;br /&gt;
&lt;br /&gt;
== Missiles ==&lt;br /&gt;
Missiles are not a good weapon in most cases. With the cargo space that two missiles take up, a 1MW pulse laser could be upgraded to 5MW, a 5MW could be upgraded to the 1MW beam, or it might let you squeeze in an extra shield. It is also impossible to carry enough missiles to kill the dozen or so ships that sometimes attack. The best use for missiles is against small, nimble fighters that are difficult to hit with a laser.&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Combat_Equipment_(FFE)&amp;diff=12234</id>
		<title>Combat Equipment (FFE)</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Combat_Equipment_(FFE)&amp;diff=12234"/>
		<updated>2008-12-30T02:09:20Z</updated>

		<summary type="html">&lt;p&gt;Badjim: /* ECM/Naval ECM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Scanner ==&lt;br /&gt;
An indispensable device which gives you a 360 degree view of your immediate surroundings, allowing you to know where your enemies are even when they are out of view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Radar Mapper ==&lt;br /&gt;
Not a necessary device, but a good one. You get quite a bit of money from a single tonne of cargo space. You do get some information about your opponent, but it rarely changes your fighting strategy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ECM/Naval ECM ==&lt;br /&gt;
A must have for small/medium ships that can't withstand many missile hits. The naval one is preferred, but a bit expensive. Large ships with a lot of shields can survive a few missiles and don't need it.&lt;br /&gt;
&lt;br /&gt;
== Shield Generator ==&lt;br /&gt;
Before damaging your ship, enemy shots have to go through your shields. This means you'll have to take significant damage before you lose vital equipment like your autopilot. Having a lot of them is nice, but remember you are not indestructable. Occasionally an opponent with a 20MW beam laser will show up and kill you no matter how many shields you have.&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Miscellaneous_Equipment&amp;diff=12233</id>
		<title>Miscellaneous Equipment</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Miscellaneous_Equipment&amp;diff=12233"/>
		<updated>2008-12-30T02:07:26Z</updated>

		<summary type="html">&lt;p&gt;Badjim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Auto Refueller ==&lt;br /&gt;
Not an essential item, but refuelling manually can become a bit of a chore on large ships like the panther clipper&lt;br /&gt;
&lt;br /&gt;
== Atmospheric Shielding ==&lt;br /&gt;
Travelling too fast through a planet's atmosphere without this will damage a ship. It is possible to land and take off from planets by travelling very slowly and using time advance. But it is a lot easier to buy atmosperic shielding.&lt;br /&gt;
&lt;br /&gt;
== Cargo Bay Life Support ==&lt;br /&gt;
Essential for transporting slaves or live animals. Flying through space without it will turn slaves into fertiliser and live animals into animal meat. In both cases this is a major financial loss. Economists might argue that animal meat should be more expensive than the live animals they come from but not in this game.&lt;br /&gt;
&lt;br /&gt;
== Extra Passenger Cabin ==&lt;br /&gt;
Required for transporting people around. They take up quite a bit of space, so it is not recommended to have them unless you are running a taxi business.&lt;br /&gt;
&lt;br /&gt;
== Fuel Scoop ==&lt;br /&gt;
Flying through the atmosphere of a gas giant with this item allows you to scoop fuel. Hydrogen fuel is very cheap, so this is only useful for travelling to distant worlds and setting up mining machines.&lt;br /&gt;
&lt;br /&gt;
== Cargo Scoop Conversion ==&lt;br /&gt;
Allows you scoop up goods floating in space. Somewhat redundant in First Encounters as the Tractor Beam Cargo Scoop does the same job and occupies less cargo space.&lt;br /&gt;
&lt;br /&gt;
== Tractor Beam Cargo Scoop ==&lt;br /&gt;
Scoops up goods like the cargo scoop conversion but does not require a fuel scoop. Essential for mining asteroids and can be used to pick up cargo after a battle. Unfortunately this can be rather tiresome so many players will not bother.&lt;br /&gt;
&lt;br /&gt;
== MB4 Mining Machine == &lt;br /&gt;
Essential tool for the side hobby of mining planets.&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Miscellaneous_Equipment&amp;diff=12232</id>
		<title>Miscellaneous Equipment</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Miscellaneous_Equipment&amp;diff=12232"/>
		<updated>2008-12-30T01:32:39Z</updated>

		<summary type="html">&lt;p&gt;Badjim: New page:   == Auto Refueller == Not an essential item, but refuelling manually can become a bit of a chore on large ships like the panther clipper  == Atmospheric Shielding == Travelling too fast t...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== Auto Refueller ==&lt;br /&gt;
Not an essential item, but refuelling manually can become a bit of a chore on large ships like the panther clipper&lt;br /&gt;
&lt;br /&gt;
== Atmospheric Shielding ==&lt;br /&gt;
Travelling too fast through a planet's atmosphere without this will damage a ship. It is possible to land and take off from planets by travelling very slowly and using time advance. But it is a lot easier to buy atmosperic shielding.&lt;br /&gt;
&lt;br /&gt;
== Cargo Bay Life Support ==&lt;br /&gt;
Essential for transporting slaves or live animals. Flying through space without it will turn slaves into fertiliser and live animals into animal meat. In both cases this is a major financial loss. Economists might argue that animal meat should be more expensive than the live animals they come from but not in this game.&lt;br /&gt;
&lt;br /&gt;
== Extra Passenger Cabin ==&lt;br /&gt;
Required for transporting people around. They take up quite a bit of space, so it is not recommended to have them unless you are running a taxi business.&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Milkrun&amp;diff=12231</id>
		<title>Milkrun</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Milkrun&amp;diff=12231"/>
		<updated>2008-12-30T00:33:57Z</updated>

		<summary type="html">&lt;p&gt;Badjim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Milkrun: noun, spacer slang for a highly profitable, but tedious, trade route. Also; milking: verb, doing a milkrun repeatedly.&lt;br /&gt;
&lt;br /&gt;
For example, in FE2 and FFE, the route Sol - Barnard's Star is the mother of all milkruns. It is very short distance, it is absolutely safe, and guarantees a good profit for every trip. You don't need any weapons or equipment other than Autopilot. Doing this route will put a spacer in the position to buy any ship they want within a matter of months.&lt;br /&gt;
&lt;br /&gt;
Take luxury goods from Sol to Barnards Star and computers or robots back to Sol. Computers and robots are usually sold out in Sol so check the bulletin boards on the three orbital stations around Earth and the one around the moon for anyone willing to pay double. This makes it more profitable and a little more exciting.&lt;br /&gt;
&lt;br /&gt;
Van Maanens Star is also safe once you have a permit and know at least one merchant. Smuggle Luxury Goods and Liquor from the Sol system and return with computers.&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Classic]]&lt;br /&gt;
[[Category:FFE]]&lt;br /&gt;
[[Category:FE2]]&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Combat_Equipment_(FFE)&amp;diff=12230</id>
		<title>Combat Equipment (FFE)</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Combat_Equipment_(FFE)&amp;diff=12230"/>
		<updated>2008-12-30T00:20:27Z</updated>

		<summary type="html">&lt;p&gt;Badjim: /* ECM/Naval ECM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Scanner ==&lt;br /&gt;
An indispensable device which gives you a 360 degree view of your immediate surroundings, allowing you to know where your enemies are even when they are out of view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Radar Mapper ==&lt;br /&gt;
Not a necessary device, but a good one. You get quite a bit of money from a single tonne of cargo space. You do get some information about your opponent, but it rarely changes your fighting strategy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ECM/Naval ECM ==&lt;br /&gt;
A must have for small/medium ships that can't withstand many missile hits. The naval one is preferred, but it is a bit expensive. Large ships with a lot of shields can survive a few missiles and don't need it.&lt;br /&gt;
&lt;br /&gt;
== Shield Generator ==&lt;br /&gt;
Before damaging your ship, enemy shots have to go through your shields. This means you'll have to take significant damage before you lose vital equipment like your autopilot. Having a lot of them is nice, but remember you are not indestructable. Occasionally an opponent with a 20MW beam laser will show up and kill you no matter how many shields you have.&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Combat_Equipment_(FFE)&amp;diff=12229</id>
		<title>Combat Equipment (FFE)</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Combat_Equipment_(FFE)&amp;diff=12229"/>
		<updated>2008-12-30T00:15:12Z</updated>

		<summary type="html">&lt;p&gt;Badjim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Scanner ==&lt;br /&gt;
An indispensable device which gives you a 360 degree view of your immediate surroundings, allowing you to know where your enemies are even when they are out of view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Radar Mapper ==&lt;br /&gt;
Not a necessary device, but a good one. You get quite a bit of money from a single tonne of cargo space. You do get some information about your opponent, but it rarely changes your fighting strategy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ECM/Naval ECM ==&lt;br /&gt;
A must have for small/medium ships that can't withstand many missile hits. The naval one is preferred, but it is a bit expensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shield Generator ==&lt;br /&gt;
Before damaging your ship, enemy shots have to go through your shields. This means you'll have to take significant damage before you lose vital equipment like your autopilot. Having a lot of them is nice, but remember you are not indestructable. Occasionally an opponent with a 20MW beam laser will show up and kill you no matter how many shields you have.&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Milkrun&amp;diff=6152</id>
		<title>Milkrun</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Milkrun&amp;diff=6152"/>
		<updated>2007-04-15T12:10:10Z</updated>

		<summary type="html">&lt;p&gt;Badjim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Milkrun: noun, spacer slang for a highly profitable, but tedious, trade route. Also; milking: verb, doing a milkrun repeatedly.&lt;br /&gt;
&lt;br /&gt;
For example, in FE2 and FFE, the route Sol - Barnard's Star is the mother of all milkruns. It is very short distance, it is absolutely safe, and guarantees a good profit for every trip. You don't need any weapons or equipment other than Autopilot. Doing this route will put a spacer in the position to buy any ship they want within a matter of months.&lt;br /&gt;
&lt;br /&gt;
Take luxury goods from Sol to Barnards Star and computers or robots back to Sol. Computers and robots are usually sold out in Sol so check the bulletin boards on the three orbital stations around Earth and the one around the moon for anyone willing to pay double. This makes it more profitable and a little more exciting.&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Classic]]&lt;br /&gt;
[[Category:FFE]]&lt;br /&gt;
[[Category:FE2]]&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Milkrun&amp;diff=6151</id>
		<title>Milkrun</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Milkrun&amp;diff=6151"/>
		<updated>2007-04-15T12:09:49Z</updated>

		<summary type="html">&lt;p&gt;Badjim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Milkrun: noun, spacer slang for a highly profitable, but tedious, trade route. Also; milking: verb, doing a milkrun repeatedly.&lt;br /&gt;
&lt;br /&gt;
For example, in FE2 and FFE, the route Sol - Barnard's Star is the mother of all milkruns. It is very short distance, it is absolutely safe, and guarantees a good profit for every trip. You don't need any weapons or equipment other than Autopilot. Doing this route will put a spacer in the position to buy any ship they want within a matter of months.&lt;br /&gt;
 Take luxury goods from Sol to Barnards Star and computers or robots back to Sol. Computers and robots are usually sold out in Sol so check the bulletin boards on the three orbital stations around Earth and the one around the moon for anyone willing to pay double. This makes it more profitable and a little more exciting.&lt;br /&gt;
[[Category:Oolite]]&lt;br /&gt;
[[Category:Classic]]&lt;br /&gt;
[[Category:FFE]]&lt;br /&gt;
[[Category:FE2]]&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Combat_Equipment_(FFE)&amp;diff=6146</id>
		<title>Combat Equipment (FFE)</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Combat_Equipment_(FFE)&amp;diff=6146"/>
		<updated>2007-04-15T00:12:22Z</updated>

		<summary type="html">&lt;p&gt;Badjim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Scanner ==&lt;br /&gt;
An indispensable device which gives you a 360 degree view of your immediate surroundings, allowing you to know where your enemies are even when they are out of view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Radar Mapper ==&lt;br /&gt;
Not a necessary device, but a good one. You get quite a bit of money from a single tonne of cargo space. You do get some information about your opponent, but it rarely changes your fighting strategy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ECM/Naval ECM ==&lt;br /&gt;
A must have for small/medium ships that can't withstand many missile hits. The naval one is preferred, but it is a bit expensive.&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Combat_Equipment_(FFE)&amp;diff=6145</id>
		<title>Combat Equipment (FFE)</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Combat_Equipment_(FFE)&amp;diff=6145"/>
		<updated>2007-04-15T00:11:55Z</updated>

		<summary type="html">&lt;p&gt;Badjim: New page: == Scanner ==  An indispensable device which gives you a 360 degree view of your immediate surroundings, allowing you to know where your enemies are even when they are out of view.   == Ra...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Scanner ==&lt;br /&gt;
 An indispensable device which gives you a 360 degree view of your immediate surroundings, allowing you to know where your enemies are even when they are out of view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Radar Mapper ==&lt;br /&gt;
 Not a necessary device, but a good one. You get quite a bit of money from a single tonne of cargo space. You do get some information about your opponent, but it rarely changes your fighting strategy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ECM/Naval ECM ==&lt;br /&gt;
 A must have for small/medium ships that can't withstand many missile hits. The naval one is preferred, but it is a bit expensive.&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Weapons&amp;diff=6144</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Weapons&amp;diff=6144"/>
		<updated>2007-04-14T23:01:56Z</updated>

		<summary type="html">&lt;p&gt;Badjim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Pulse Lasers ==&lt;br /&gt;
The most basic weapon type is the pulse laser, which shoots for short intervals. The 1MW version is very weak but the 5MW is useable. The 30MW mining laser is quite powerful, but has rather a long cool down. This makes it hard to hit small fast moving ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beam Lasers ==&lt;br /&gt;
&lt;br /&gt;
Most players will want to equip themselves with a beam laser. They do plenty of damage to large ships while making it easier to hit small fighters. Resist the urge to pack the biggest laser you can - any beam laser will kill things at reasonable speed. First consider the need to have a few shields, a decent hyperdrive, vital equipment and maybe some trading space.&lt;br /&gt;
&lt;br /&gt;
More powerful lasers overheat quickly. The 1MW beam laser does not overheat easily. The 4MW, 20MW and 100MW versions should be used with a laser cooling booster. The 100MW version overheats a little too quickly and is not recommmended, since the 20MW version is deadly enough and overheats less.&lt;br /&gt;
&lt;br /&gt;
No matter how many shields you have, the enemy can kill you pretty quickly with high power lasers. They have a weakness though. If you can dodge them for a few seconds any beam lasers from 4MW upwards will overheat and become far less dangerous.&lt;br /&gt;
&lt;br /&gt;
== Plasma Accelerators ==&lt;br /&gt;
&lt;br /&gt;
Effectively just more powerful beam lasers but with one key difference - they take a long time to overheat and for practical purposes they don't. The question is whether you want to sacrifice 500 tonnes for a small plasma accelerator when a 20MW beam laser can kill any normal target very quickly with just 75 tonnes.&lt;br /&gt;
&lt;br /&gt;
The large plasma accelerator is the ultimate weapon that pilots aspire to owning. That is, until they get one and realize that the small plasma accelerator is just as effective and leaves 400 tonnes of space free for shields etc. There isn't really any room for improvement over the small plasma accelerator.&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Weapons&amp;diff=6143</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Weapons&amp;diff=6143"/>
		<updated>2007-04-14T22:59:07Z</updated>

		<summary type="html">&lt;p&gt;Badjim: /* Beam Lasers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Weapons ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pulse Lasers ==&lt;br /&gt;
The most basic weapon type is the pulse laser, which shoots for short intervals. The 1MW version is very weak but the 5MW is useable. The 30MW mining laser is quite powerful, but has rather a long cool down. This makes it hard to hit small fast moving ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beam Lasers ==&lt;br /&gt;
&lt;br /&gt;
Most players will want to equip themselves with a beam laser. They do plenty of damage to large ships while making it easier to hit small fighters. Resist the urge to pack the biggest laser you can - any beam laser will kill things at reasonable speed. First consider the need to have a few shields, a decent hyperdrive, vital equipment and maybe some trading space.&lt;br /&gt;
&lt;br /&gt;
More powerful lasers overheat quickly. The 1MW beam laser does not overheat easily. The 4MW, 20MW and 100MW versions should be used with a laser cooling booster. The 100MW version overheats a little too quickly and is not recommmended, since the 20MW version is deadly enough and overheats less.&lt;br /&gt;
&lt;br /&gt;
No matter how many shields you have, the enemy can kill you pretty quickly with high power lasers. They have a weakness though. If you can dodge them for a few seconds any beam lasers from 4MW upwards will overheat and become far less dangerous.&lt;br /&gt;
&lt;br /&gt;
== Plasma Accelerators ==&lt;br /&gt;
&lt;br /&gt;
Effectively just more powerful beam lasers but with one key difference - they take a long time to overheat and for practical purposes they don't. The question is whether you want to sacrifice 500 tonnes for a small plasma accelerator when a 20MW beam laser can kill any normal target very quickly with just 75 tonnes.&lt;br /&gt;
&lt;br /&gt;
The large plasma accelerator is the ultimate weapon that pilots aspire to owning. That is, until they get one and realize that the small plasma accelerator is just as effective and leaves 400 tonnes of space free for shields etc. There isn't really any room for improvement over the small plasma accelerator.&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Weapons&amp;diff=6138</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Weapons&amp;diff=6138"/>
		<updated>2007-04-13T22:47:34Z</updated>

		<summary type="html">&lt;p&gt;Badjim: /* Beam Lasers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Weapons ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pulse Lasers ==&lt;br /&gt;
The most basic weapon type is the pulse laser, which shoots for short intervals. The 1MW version is very weak but the 5MW is useable. The 30MW mining laser is quite powerful, but has rather a long cool down. This makes it hard to hit small fast moving ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beam Lasers ==&lt;br /&gt;
&lt;br /&gt;
Most players will want to equip themselves with a beam laser. They do plenty of damage to large ships while making it easier to hit small fighters.&lt;br /&gt;
&lt;br /&gt;
More powerful lasers overheat quickly. The 1MW beam laser does not overheat easily. The 4MW, 20MW and 100MW versions should be used with a laser cooling booster. The 100MW version overheats a little too quickly and is not recommmended, since the 20MW version is deadly enough and overheats less.&lt;br /&gt;
&lt;br /&gt;
No matter how many shields you have, the enemy can kill you pretty quickly with high power lasers. They have a weakness though. If you can dodge them for a few seconds any beam lasers from 4MW upwards will overheat and become far less dangerous.&lt;br /&gt;
&lt;br /&gt;
== Plasma Accelerators ==&lt;br /&gt;
&lt;br /&gt;
Effectively just more powerful beam lasers but with one key difference - they take a long time to overheat and for practical purposes they don't. The question is whether you want to sacrifice 500 tonnes for a small plasma accelerator when a 20MW beam laser can kill any normal target very quickly with just 75 tonnes.&lt;br /&gt;
&lt;br /&gt;
The large plasma accelerator is the ultimate weapon that pilots aspire to owning. That is, until they get one and realize that the small plasma accelerator is just as effective and leaves 400 tonnes of space free for shields etc. There isn't really any room for improvement over the small plasma accelerator.&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Weapons&amp;diff=6137</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Weapons&amp;diff=6137"/>
		<updated>2007-04-13T22:38:36Z</updated>

		<summary type="html">&lt;p&gt;Badjim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Weapons ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pulse Lasers ==&lt;br /&gt;
The most basic weapon type is the pulse laser, which shoots for short intervals. The 1MW version is very weak but the 5MW is useable. The 30MW mining laser is quite powerful, but has rather a long cool down. This makes it hard to hit small fast moving ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beam Lasers ==&lt;br /&gt;
&lt;br /&gt;
Most players will want to equip themselves with a beam laser. They do plenty of damage to large ships while making it easier to hit small fighters.&lt;br /&gt;
&lt;br /&gt;
More powerful lasers overheat quickly. The 1MW beam laser does not overheat easily. The 4MW, 20MW and 100MW versions should be used with a laser cooling booster. The 100MW version overheats a little too quickly and is not recommmended, since the 20MW version is deadly enough and overheats less.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Plasma Accelerators ==&lt;br /&gt;
&lt;br /&gt;
Effectively just more powerful beam lasers but with one key difference - they take a long time to overheat and for practical purposes they don't. The question is whether you want to sacrifice 500 tonnes for a small plasma accelerator when a 20MW beam laser can kill any normal target very quickly with just 75 tonnes.&lt;br /&gt;
&lt;br /&gt;
The large plasma accelerator is the ultimate weapon that pilots aspire to owning. That is, until they get one and realize that the small plasma accelerator is just as effective and leaves 400 tonnes of space free for shields etc. There isn't really any room for improvement over the small plasma accelerator.&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Weapons&amp;diff=6136</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Weapons&amp;diff=6136"/>
		<updated>2007-04-13T22:37:42Z</updated>

		<summary type="html">&lt;p&gt;Badjim: New page:  == Weapons ==    == Pulse Lasers ==  The most basic weapon type is the pulse laser, which shoots for short intervals. The 1MW version is very weak but the 5MW is useable. The 30MW mining ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pulse Lasers ==&lt;br /&gt;
 The most basic weapon type is the pulse laser, which shoots for short intervals. The 1MW version is very weak but the 5MW is useable. The 30MW mining laser is quite powerful, but has rather a long cool down. This makes it hard to hit small fast moving ships.&lt;br /&gt;
&lt;br /&gt;
Beam Lasers&lt;br /&gt;
 Most players will want to equip themselves with a beam laser. They do plenty of damage to large ships while making it easier to hit small fighters.&lt;br /&gt;
&lt;br /&gt;
 More powerful lasers overheat quickly. The 1MW beam laser does not overheat easily. The 4MW, 20MW and 100MW versions should be used with a laser cooling booster. The 100MW version overheats a little too quickly and is not recommmended, since the 20MW version is deadly enough and overheats less.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plasma Accelerators&lt;br /&gt;
 Effectively just more powerful beam lasers but with one key difference - they take a long time to overheat and for practical purposes they don't. The question is whether you want to sacrifice 500 tonnes for a small plasma accelerator when a 20MW beam laser can kill any normal target very quickly with just 75 tonnes.&lt;br /&gt;
&lt;br /&gt;
 The large plasma accelerator is the ultimate weapon that pilots aspire to owning. That is, until they get one and realize that the small plasma accelerator is just as effective and leaves 400 tonnes of space free for shields etc. There isn't really any room for improvement over the small plasma accelerator.&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=First_Encounters/Equipment&amp;diff=5917</id>
		<title>First Encounters/Equipment</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=First_Encounters/Equipment&amp;diff=5917"/>
		<updated>2007-03-28T18:47:32Z</updated>

		<summary type="html">&lt;p&gt;Badjim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Combat Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Hyperdrives]]&lt;br /&gt;
&lt;br /&gt;
[[Miscellaneous Equipment]]&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=First_Encounters/Equipment&amp;diff=5916</id>
		<title>First Encounters/Equipment</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=First_Encounters/Equipment&amp;diff=5916"/>
		<updated>2007-03-28T18:46:55Z</updated>

		<summary type="html">&lt;p&gt;Badjim: New page: Weapons Combat Equipment Hyperdrives Miscellaneous Equipment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Weapons]]&lt;br /&gt;
[[Combat Equipment]]&lt;br /&gt;
[[Hyperdrives]]&lt;br /&gt;
[[Miscellaneous Equipment]]&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Eagle_Long_Range_Fighter_Mk_1&amp;diff=5915</id>
		<title>Eagle Long Range Fighter Mk 1</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Eagle_Long_Range_Fighter_Mk_1&amp;diff=5915"/>
		<updated>2007-03-28T18:39:52Z</updated>

		<summary type="html">&lt;p&gt;Badjim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox ShipStats Frontier| title = Eagle Long Range Fighter&lt;br /&gt;
|image = [[Image:Eagle1.gif]]&lt;br /&gt;
|ladenmass = 5t&lt;br /&gt;
|hullmass = 25t&lt;br /&gt;
|capacity = 20t&lt;br /&gt;
|mainaccel = 25.2g&lt;br /&gt;
|retroaccel = 10g&lt;br /&gt;
|gunmountings = 1&lt;br /&gt;
|missiles = 2&lt;br /&gt;
|crew = 1&lt;br /&gt;
|hyperrange = '''Class 1''': 12.00&amp;lt;BR&amp;gt;'''Class 2''': 48.00&amp;lt;BR&amp;gt;'''Class 3''': 108.00&lt;br /&gt;
|standarddrive = '''Class 1'''&lt;br /&gt;
|fuelscoop = no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The craft which more or less defined &amp;quot;light fighter&amp;quot; is still a viable choice for the courier or less-well-off bounty hunter. It's not a craft meant for prolonged combat, but is the very devil to try and nail with even a beam laser, so a skilled pilot will be able to survive much longer than you would otherwise think. &lt;br /&gt;
&lt;br /&gt;
== Notable Features ==&lt;br /&gt;
Speed is the hallmark of the entire Eagle range, and this early example still stands up very well. 20t of space allows for the bare necessities and nothing but, so don't get too ambitious.&lt;br /&gt;
&lt;br /&gt;
Escape capsules come with an insurance policy that gives you an Eagle Mk 1 when you dock. The Stowmaster Fighter that comes with the [[Turner Class]] ship does not have such a policy however.&lt;br /&gt;
&lt;br /&gt;
== Disadvantages ==&lt;br /&gt;
The disadvantage of this craft is basically its size. You can't fit a lot in there, and to try is merely to ask more of the craft than it's able to give.&lt;br /&gt;
&lt;br /&gt;
In Frontier, it has a a hyperspace range of just 8ly with a class 1 hyperdrive, which isn't really enough. This makes it a horrible starting ship, since the standard class 2 drive won't fit and the military version will be beyond your budget for some time.&lt;br /&gt;
&lt;br /&gt;
== Verdict ==&lt;br /&gt;
A perfect craft to learn any of the more aggressive trades on, the Eagle will give you long and distinguished service in any role you ask of it... provided you only ask it to be a nippy little pest of a combat ship.&lt;br /&gt;
&lt;br /&gt;
[[Category:FE2]][[Category:FFE]]&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Turner_Class&amp;diff=5908</id>
		<title>Turner Class</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Turner_Class&amp;diff=5908"/>
		<updated>2007-03-28T01:46:24Z</updated>

		<summary type="html">&lt;p&gt;Badjim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox ShipStats Frontier| title = Turner Class&lt;br /&gt;
|image = [[Image:Turner.gif]]&lt;br /&gt;
|ladenmass = 29t&lt;br /&gt;
|hullmass = 1272t&lt;br /&gt;
|capacity = 1243t&lt;br /&gt;
|mainaccel = 24.2g&lt;br /&gt;
|retroaccel = 9g&lt;br /&gt;
|gunmountings = 1&lt;br /&gt;
|missiles = 6&lt;br /&gt;
|crew = 1&lt;br /&gt;
|hyperrange = '''Class 4 Military''':94.33&amp;lt;BR&amp;gt;'''Class 5''':5.89&amp;lt;BR&amp;gt;'''Class 6''':8.49&amp;lt;BR&amp;gt;'''Class 7''':11.55&amp;lt;BR&amp;gt;&lt;br /&gt;
|standarddrive = '''Class 4 Military'''&lt;br /&gt;
|fuelscoop = yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
A huge, powerful ship equipped with the most powerful hyperdrive known to humanity - the Class 4 Military. This was the ship which legendary explorer Mic Turner used to explore and found colonies. Only a handful of these were ever made.&lt;br /&gt;
You get this vessel to do the Thargoid Missions.&lt;br /&gt;
&lt;br /&gt;
== Notable Features ==&lt;br /&gt;
Is one of only two ships in the game to be equipped with a Class 4 Military drive.&lt;br /&gt;
&lt;br /&gt;
Is equipped with the Stowmaster escape capsule, which is fitted with a hyperdrive and a laser.&lt;br /&gt;
&lt;br /&gt;
== Disadvantages ==&lt;br /&gt;
Is harder to get hold of than regular craft, although getting your Combat rating up to 'Competent' isn't diffficult.&lt;br /&gt;
&lt;br /&gt;
You have to give it back once the missions are over. Or do you? You could avoid Alioth forever but there is another way. Sell it at a different port in Alioth, then fly to New Rossyth where your trade in is replaced by your old ship. Then fly back to where you sold the Turner Class and buy it back. The only catch is that it won't have its' equipment and you'll never see the Interspecies Translator or the StowMaster Escape Capsule again.&lt;br /&gt;
&lt;br /&gt;
The big draw back is that despite the impressive weaponry the Turner Class ship can carry, the Thargoid missions don't involve much fighting and once you beat the missions you get a Thargoid Warship, which is even bigger, jumps yet further and is equipped with Thargoid lasers which are essentially green plasma accelerators. You don't really get to use it.&lt;br /&gt;
&lt;br /&gt;
== Verdict ==&lt;br /&gt;
Having a huge capacity while still being able to jump great distances makes it a serious contender for 'Best Ship in the Game'. At least for the time it takes you to beat the Thargoid missions. Then it's second best.&lt;br /&gt;
&lt;br /&gt;
[[Category:FFE]]&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Turner_Class&amp;diff=5907</id>
		<title>Turner Class</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Turner_Class&amp;diff=5907"/>
		<updated>2007-03-28T01:45:17Z</updated>

		<summary type="html">&lt;p&gt;Badjim: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox ShipStats Frontier| title = Turner Class&lt;br /&gt;
|image = [[Image:Turner.gif]]&lt;br /&gt;
|ladenmass = 29t&lt;br /&gt;
|hullmass = 1272t&lt;br /&gt;
|capacity = 1243t&lt;br /&gt;
|mainaccel = 24.2g&lt;br /&gt;
|retroaccel = 9g&lt;br /&gt;
|gunmountings = 1&lt;br /&gt;
|missiles = 6&lt;br /&gt;
|crew = 1&lt;br /&gt;
|hyperrange = '''Class 4 Military''':94.33&amp;lt;BR&amp;gt;'''Class 5''':5.89&amp;lt;BR&amp;gt;'''Class 6''':8.49&amp;lt;BR&amp;gt;'''Class 7''':11.55&amp;lt;BR&amp;gt;&lt;br /&gt;
|standarddrive = '''Class 4 Military'''&lt;br /&gt;
|fuelscoop = yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
A huge, powerful ship equipped with the most powerful hyperdrive known to humanity - the Class 4 Military. This was the ship which legendary explorer Mic Turner used to explore and found colonies. Only a handful of these were ever made.&lt;br /&gt;
You get this vessel to do the Thargoid Missions.&lt;br /&gt;
&lt;br /&gt;
== Notable Features ==&lt;br /&gt;
Is one of only two ships in the game to be equipped with a Class 4 Military drive.&lt;br /&gt;
Is equipped with the Stowmaster escape capsule, which is fitted with a hyperdrive and a laser.&lt;br /&gt;
&lt;br /&gt;
== Disadvantages ==&lt;br /&gt;
Is harder to get hold of than regular craft, although getting your Combat rating up to 'Competent' isn't diffficult.&lt;br /&gt;
You have to give it back once the missions are over. Or do you? You could avoid Alioth forever but there is another way. Sell it at a different port in Alioth, then fly to New Rossyth where your trade in is replaced by your old ship. Then fly back to where you sold the Turner Class and buy it back. The only catch is that it won't have its' equipment and you'll never see the Interspecies Translator or the StowMaster Escape Capsule again.&lt;br /&gt;
The big draw back is that despite the impressive weaponry the Turner Class ship can carry, the Thargoid missions don't involve much fighting and once you beat the missions you get a Thargoid Warship, which is even bigger, jumps yet further and is equipped with Thargoid lasers which are essentially green plasma accelerators. You don't really get to use it.&lt;br /&gt;
&lt;br /&gt;
== Verdict ==&lt;br /&gt;
Having a huge capacity while still being able to jump great distances makes it a serious contender for 'Best Ship in the Game'. At least for the time it takes you to beat the Thargoid missions. Then it's second best.&lt;br /&gt;
&lt;br /&gt;
[[Category:FFE]]&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Turner_Class&amp;diff=5906</id>
		<title>Turner Class</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Turner_Class&amp;diff=5906"/>
		<updated>2007-03-28T01:44:21Z</updated>

		<summary type="html">&lt;p&gt;Badjim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox ShipStats Frontier| title = Turner Class&lt;br /&gt;
|image = [[Image:Turner.gif]]&lt;br /&gt;
|ladenmass = 29t&lt;br /&gt;
|hullmass = 1272t&lt;br /&gt;
|capacity = 1243t&lt;br /&gt;
|mainaccel = 24.2g&lt;br /&gt;
|retroaccel = 9g&lt;br /&gt;
|gunmountings = 1&lt;br /&gt;
|missiles = 6&lt;br /&gt;
|crew = 1&lt;br /&gt;
|hyperrange = '''Class 4 Military''':94.33&amp;lt;BR&amp;gt;'''Class 5''':5.89&amp;lt;BR&amp;gt;'''Class 6''':8.49&amp;lt;BR&amp;gt;'''Class 7''':11.55&amp;lt;BR&amp;gt;&lt;br /&gt;
|standarddrive = '''Class 4 Military'''&lt;br /&gt;
|fuelscoop = yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
A huge, powerful ship equipped with the most powerful hyperdrive known to humanity - the Class 4 Military. This was the ship which legendary explorer Mic Turner used to explore and found colonies. Only a handful of these were ever made.&lt;br /&gt;
You get this vessel to do the Thargoid [fghdhg[Missions]].&lt;br /&gt;
&lt;br /&gt;
== Notable Features ==&lt;br /&gt;
Is one of only two ships in the game to be equipped with a Class 4 Military drive.&lt;br /&gt;
Is equipped with the Stowmaster escape capsule, which is fitted with a hyperdrive and a laser.&lt;br /&gt;
&lt;br /&gt;
== Disadvantages ==&lt;br /&gt;
Is harder to get hold of than regular craft, although getting your Combat rating up to 'Competent' isn't diffficult.&lt;br /&gt;
You have to give it back once the missions are over. Or do you? You could avoid Alioth forever but there is another way. Sell it at a different port in Alioth, then fly to New Rossyth where your trade in is replaced by your old ship. Then fly back to where you sold the Turner Class and buy it back. The only catch is that it won't have its' equipment and you'll never see the Interspecies Translator or the StowMaster Escape Capsule again.&lt;br /&gt;
The big draw back is that despite the impressive weaponry the Turner Class ship can carry, the Thargoid missions don't involve much fighting and once you beat the missions you get a Thargoid Warship, which is even bigger, jumps yet further and is equipped with Thargoid lasers which are essentially green plasma accelerators. You don't really get to use it.&lt;br /&gt;
&lt;br /&gt;
== Verdict ==&lt;br /&gt;
Having a huge capacity while still being able to jump great distances makes it a serious contender for 'Best Ship in the Game'. At least for the time it takes you to beat the Thargoid missions. Then it's second best.&lt;br /&gt;
&lt;br /&gt;
[[Category:FFE]]&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Turner_Class&amp;diff=5905</id>
		<title>Turner Class</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Turner_Class&amp;diff=5905"/>
		<updated>2007-03-28T01:43:20Z</updated>

		<summary type="html">&lt;p&gt;Badjim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox ShipStats Frontier| title = Turner Class&lt;br /&gt;
|image = [[Image:Turner.gif]]&lt;br /&gt;
|ladenmass = 29t&lt;br /&gt;
|hullmass = 1272t&lt;br /&gt;
|capacity = 1243t&lt;br /&gt;
|mainaccel = 24.2g&lt;br /&gt;
|retroaccel = 9g&lt;br /&gt;
|gunmountings = 1&lt;br /&gt;
|missiles = 6&lt;br /&gt;
|crew = 1&lt;br /&gt;
|hyperrange = '''Class 4 Military''':94.33&amp;lt;BR&amp;gt;'''Class 5''':5.89&amp;lt;BR&amp;gt;'''Class 6''':8.49&amp;lt;BR&amp;gt;'''Class 7''':11.55&amp;lt;BR&amp;gt;&lt;br /&gt;
|standarddrive = '''Class 4 Military'''&lt;br /&gt;
|fuelscoop = yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
A huge, powerful ship equipped with the most powerful hyperdrive known to humanity - the Class 4 Military. This was the ship which legendary explorer Mic Turner used to explore and found colonies. Only a handful of these were ever made.&lt;br /&gt;
You get this vessel to do the Thargoid [[Missions]].&lt;br /&gt;
&lt;br /&gt;
== Notable Features ==&lt;br /&gt;
Is one of only two ships in the game to be equipped with a Class 4 Military drive.&lt;br /&gt;
Is equipped with the Stowmaster escape capsule, which is fitted with a hyperdrive and a laser.&lt;br /&gt;
&lt;br /&gt;
== Disadvantages ==&lt;br /&gt;
Is harder to get hold of than regular craft, although getting your Combat rating up to 'Competent' isn't diffficult.&lt;br /&gt;
You have to give it back once the missions are over. Or do you? You could avoid Alioth forever but there is another way. Sell it at a different port in Alioth, then fly to New Rossyth where your trade in is replaced by your old ship. Then fly back to where you sold the Turner Class and buy it back. The only catch is that it won't have its' equipment and you'll never see the Interspecies Translator or the StowMaster Escape Capsule again.&lt;br /&gt;
The big draw back is that despite the impressive weaponry the Turner Class ship can carry, the Thargoid missions don't involve much fighting and once you beat the missions you get a Thargoid Warship, which is even bigger, jumps yet further and is equipped with Thargoid lasers which are essentially green plasma accelerators. You don't really get to use it.&lt;br /&gt;
&lt;br /&gt;
== Verdict ==&lt;br /&gt;
Having a huge capacity while still being able to jump great distances makes it a serious contender for 'Best Ship in the Game'. At least for the time it takes you to beat the Thargoid missions. Then it's second best.&lt;br /&gt;
&lt;br /&gt;
[[Category:FFE]]&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Turner_Class&amp;diff=5904</id>
		<title>Turner Class</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Turner_Class&amp;diff=5904"/>
		<updated>2007-03-28T00:14:28Z</updated>

		<summary type="html">&lt;p&gt;Badjim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox ShipStats Frontier| title = Turner Class&lt;br /&gt;
|image = [[Image:Turner.gif]]&lt;br /&gt;
|ladenmass = 29t&lt;br /&gt;
|hullmass = 1272t&lt;br /&gt;
|capacity = 1243t&lt;br /&gt;
|mainaccel = 24.2g&lt;br /&gt;
|retroaccel = 9g&lt;br /&gt;
|gunmountings = 1&lt;br /&gt;
|missiles = 6&lt;br /&gt;
|crew = 1&lt;br /&gt;
|hyperrange = '''Class 4 Military''':94.33&amp;lt;BR&amp;gt;'''Class 5''':5.89&amp;lt;BR&amp;gt;'''Class 6''':8.49&amp;lt;BR&amp;gt;'''Class 7''':11.55&amp;lt;BR&amp;gt;&lt;br /&gt;
|standarddrive = '''Class 4 Military'''&lt;br /&gt;
|fuelscoop = yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
A huge, powerful ship equipped with the most powerful hyperdrive known to humanity - the Class 4 Military. This was the ship which legendary explorer Mic Turner used to explore and found colonies. Only a handful of these were ever made.&lt;br /&gt;
&lt;br /&gt;
== Notable Features ==&lt;br /&gt;
&lt;br /&gt;
== Disadvantages ==&lt;br /&gt;
&lt;br /&gt;
== Verdict ==&lt;br /&gt;
&lt;br /&gt;
[[Category:FFE]]&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Turner_Class&amp;diff=5903</id>
		<title>Turner Class</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Turner_Class&amp;diff=5903"/>
		<updated>2007-03-28T00:12:40Z</updated>

		<summary type="html">&lt;p&gt;Badjim: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox ShipStats Frontier| title = Turner Class&lt;br /&gt;
|image = [[Image:Turner.gif]]&lt;br /&gt;
|ladenmass = 29t&lt;br /&gt;
|hullmass = 1272t&lt;br /&gt;
|capacity = 1243t&lt;br /&gt;
|mainaccel = 24.2g&lt;br /&gt;
|retroaccel = 9g&lt;br /&gt;
|gunmountings = 1&lt;br /&gt;
|missiles = 6&lt;br /&gt;
|crew = 1&lt;br /&gt;
|hyperrange = '''Class 4 Military''':94.33&amp;lt;BR&amp;gt;'''Class 5''':5.89&amp;lt;BR&amp;gt;'''Class 6''':8.49&amp;lt;BR&amp;gt;'''Class 7''':11.55&amp;lt;BR&amp;gt;&lt;br /&gt;
|standarddrive = '''Class 4 Military'''&lt;br /&gt;
|fuelscoop = yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
 A huge, powerful ship equipped with the most powerful hyperdrive known to humanity - the Class 4 Military. This was the ship which legendary explorer Mic Turner used to explore and found colonies. Only a handful of these were ever made.&lt;br /&gt;
&lt;br /&gt;
== Notable Features ==&lt;br /&gt;
&lt;br /&gt;
== Disadvantages ==&lt;br /&gt;
&lt;br /&gt;
== Verdict ==&lt;br /&gt;
&lt;br /&gt;
[[Category:FFE]]&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Eagle_Long_Range_Fighter_Mk_1&amp;diff=5902</id>
		<title>Eagle Long Range Fighter Mk 1</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Eagle_Long_Range_Fighter_Mk_1&amp;diff=5902"/>
		<updated>2007-03-28T00:02:55Z</updated>

		<summary type="html">&lt;p&gt;Badjim: /* Notable Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox ShipStats Frontier| title = Eagle Long Range Fighter&lt;br /&gt;
|image = [[Image:Eagle1.gif]]&lt;br /&gt;
|ladenmass = 5t&lt;br /&gt;
|hullmass = 25t&lt;br /&gt;
|capacity = 20t&lt;br /&gt;
|mainaccel = 25.2g&lt;br /&gt;
|retroaccel = 10g&lt;br /&gt;
|gunmountings = 1&lt;br /&gt;
|missiles = 2&lt;br /&gt;
|crew = 1&lt;br /&gt;
|hyperrange = '''Class 1 Military''': 12.00&amp;lt;BR&amp;gt;'''Class 2''': 48.00&amp;lt;BR&amp;gt;'''Class 3''': 108.00&lt;br /&gt;
|standarddrive = '''Class 1 Military'''&lt;br /&gt;
|fuelscoop = no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The craft which more or less defined &amp;quot;light fighter&amp;quot; is still a viable choice for the courier or less-well-off bounty hunter. It's not a craft meant for prolonged combat, but is the very devil to try and nail with even a beam laser, so a skilled pilot will be able to survive much longer than you would otherwise think. &lt;br /&gt;
&lt;br /&gt;
== Notable Features ==&lt;br /&gt;
Speed is the hallmark of the entire Eagle range, and this early example still stands up very well. 20t of space allows for the bare necessities and nothing but, so don't get too ambitious.&lt;br /&gt;
&lt;br /&gt;
Escape capsules come with an insurance policy that gives you an Eagle Mk 1 when you dock. The Stowmaster Fighter that comes with the [[Turner Class]] ship does not have such a policy however.&lt;br /&gt;
&lt;br /&gt;
== Disadvantages ==&lt;br /&gt;
The disadvantage of this craft is basically its size. You can't fit a lot in there, and to try is merely to ask more of the craft than it's able to give.&lt;br /&gt;
&lt;br /&gt;
In Frontier, it has a a hyperspace range of just 8ly with a class 1 hyperdrive, which isn't really enough. This makes it a horrible starting ship, since the standard class 2 drive won't fit and the military version will be beyond your budget for some time.&lt;br /&gt;
&lt;br /&gt;
== Verdict ==&lt;br /&gt;
A perfect craft to learn any of the more aggressive trades on, the Eagle will give you long and distinguished service in any role you ask of it... provided you only ask it to be a nippy little pest of a combat ship.&lt;br /&gt;
&lt;br /&gt;
[[Category:FE2]][[Category:FFE]]&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Eagle_Long_Range_Fighter_Mk_1&amp;diff=5901</id>
		<title>Eagle Long Range Fighter Mk 1</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Eagle_Long_Range_Fighter_Mk_1&amp;diff=5901"/>
		<updated>2007-03-27T23:46:14Z</updated>

		<summary type="html">&lt;p&gt;Badjim: /* Disadvantages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox ShipStats Frontier| title = Eagle Long Range Fighter&lt;br /&gt;
|image = [[Image:Eagle1.gif]]&lt;br /&gt;
|ladenmass = 5t&lt;br /&gt;
|hullmass = 25t&lt;br /&gt;
|capacity = 20t&lt;br /&gt;
|mainaccel = 25.2g&lt;br /&gt;
|retroaccel = 10g&lt;br /&gt;
|gunmountings = 1&lt;br /&gt;
|missiles = 2&lt;br /&gt;
|crew = 1&lt;br /&gt;
|hyperrange = '''Class 1 Military''': 12.00&amp;lt;BR&amp;gt;'''Class 2''': 48.00&amp;lt;BR&amp;gt;'''Class 3''': 108.00&lt;br /&gt;
|standarddrive = '''Class 1 Military'''&lt;br /&gt;
|fuelscoop = no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The craft which more or less defined &amp;quot;light fighter&amp;quot; is still a viable choice for the courier or less-well-off bounty hunter. It's not a craft meant for prolonged combat, but is the very devil to try and nail with even a beam laser, so a skilled pilot will be able to survive much longer than you would otherwise think. &lt;br /&gt;
&lt;br /&gt;
== Notable Features ==&lt;br /&gt;
Speed is the hallmark of the entire Eagle range, and this early example still stands up very well. 20t of space allows for the bare necessities and nothing but, so don't get too ambitious. &lt;br /&gt;
&lt;br /&gt;
== Disadvantages ==&lt;br /&gt;
The disadvantage of this craft is basically its size. You can't fit a lot in there, and to try is merely to ask more of the craft than it's able to give.&lt;br /&gt;
&lt;br /&gt;
In Frontier, it has a a hyperspace range of just 8ly with a class 1 hyperdrive, which isn't really enough. This makes it a horrible starting ship, since the standard class 2 drive won't fit and the military version will be beyond your budget for some time.&lt;br /&gt;
&lt;br /&gt;
== Verdict ==&lt;br /&gt;
A perfect craft to learn any of the more aggressive trades on, the Eagle will give you long and distinguished service in any role you ask of it... provided you only ask it to be a nippy little pest of a combat ship.&lt;br /&gt;
&lt;br /&gt;
[[Category:FE2]][[Category:FFE]]&lt;/div&gt;</summary>
		<author><name>Badjim</name></author>
		
	</entry>
</feed>