Pardus/Ships

Everyone in Pardus has a ship, but often for new players the process of understanding how ships are layed out is confusing. If you can't understand the different parts of a ship, read this before you proceed to read.

Neutral Ships
All neutral ships are available to every player, regardless of faction. These ships are limited by how much exp you have. These ships are quite common since everyone can get them and they can be used to fill the holes in one faction's ship tree if players can't find a good ship to proceed in.

Sabre
The Sabre is the ship you'll start out with unless you are a ska'ri, in which case you will start out with a Rustclaw. It's a starter ship with just a gun mount to allow you to fight space maggots to rank/exp up to a better ship and get out of it. It's not reccomended that you spend much money on this ship, since you'll easily outrank it. You should just trade and do some basic fighting in this ship to get money for a new ship, and jump out of it. Pirates will target these ships because they symbolize that the player is new and doesn't know how to fight back or alert people of a pirate's presence. However, with it's small size, being the third smallest in the game, it's often used as a way to train cloaking by more experienced players looking to jump into a large ship like the liberator and retain the ability to cloak. It's a small tradition of to-be scorpion pilots to jump into a sabre with a union cloaking device and train their cloaking in it.

Rustclaw
The Rustclaw is another starter ship like the Sabre but has the sole purpose of being a trader. The Ska'ri will start out with this ship. It's comparably large cargo hull is made for new players to trade in and make money to get into a new ship. It is also the ship that new players will get to build their first building in, since it will have the cargo space. It is not reccomended for fighting, even though the ship's image may say otherwise, it has low armor and won't last long.

Interceptor
The Interceptor is a low-end fighter soley for the purpose of gaining rank and exp. It is the first neutral ship that fighting is reccomended in, and with it's low cargo, the first neutral ship that you won't be able to trade in well. It has three gun slots, and one missile slot, making that a first as well. It is a fairly capable fighter but will not stand up when fighting other players. When fully equipped, very little space will remain in it making it hard to transport commodities. For that purpose, a mag-scoop is advised.

Harrier
The Harrier is the first neutral hybrid, having large cargo as well as sufficient missile and gun mounts. It, like the interceptor, is not suited for PvP combat but can be used to fight. As it is a hybrid, it's not particularly geared to doing the extremes of what it does. It's a good trader with no equipment, and a good fighter with equipment. It's trading ability goes down with putting more equipment for fighting on and vice versa. The harrier is often made fun of since it's funny shaped, and people who fly it are the brunt of many jokes. It is, however a very capable ship and a good ship for trading when neutral since no good trading ships exist at this point and the next one that comes close is about 67500 exp away.

Mercury
The Mercury is the first PvP fighter that you'll come across in the neutral line of ships. It has high armor, a fairly small size, and a good number of gun and missile mounts. It has sufficient cargo to fit on enough guns and missiles, and can take a beating with the right armor. This ship is a very popular ship for ranking and skilling because of it's good statistics.

Hercules
The Hercules is a trade class ship with two guns mounts and ten missile mounts. It's pretty useless in fighting since it has low armor and is incredibly big. However, the two gun mounts can be used to fight off NPC's like space maggots. It's a good trader that members from all factions jump into since it has a nice cargo hull of 255. It's exp requirement makes getting this for a neutral pilot quite hard since you'll have to do it in a mercury from 25000 to 79000.

Hawk
The Hawk is a high-end fighter designed for skilling and fighting. It's held in hig regard in the community being the only ship aside from the doomstar with 5 gun mounts. There are variations, PASC, nighthawk, and NHD. It however, has no missile mounts, making ambushing less attractive in this ship. It is well suited to survive ambushes however, being small and having high armor. It's cargo is quite cramped, which puts off some people from getting the better weapons put on it.

Union ships
The Union is technologically impaired with ships, only having 6 exclusive ships. Their ships are fairly poor in general, but they do have a few that stand out. However, their ships can prove to be very powerful when properly equipped with the unique Union equipment. Don't underestimate their power even if their ships are poorly made.

Rustfire
The Rustfire is the Union's equalivant of the Federation's and Empire's wasp and ficon. It's availible at one further rank however, but it's worth it. It's a hybrid between a trader and a ranker with two gun mounts and a missile mount, although it seemingly serves no purpose. Pilots who fly it typically trade in it to make money for particle lasers, then rank up to a marauder or a junker. It's a well made hybrid that almost everyone who joins the Union gets into at one point or another.

Marauder
The marauder is a NPC combat ship designed for skilling and ranking/exping. It falls in the same class as the interceptor and mercury although it's usefulness is argued. It's better than the interceptor, with superior stats in the lines of cargo and armour, but lacks a missile mount making it difficult to pirate or ambush in and being slightly larger. It's severely behind the mercury in stats however, lacking three missile mounts, much armor and hull, and cargo. It's reccomended by many people to just exp up to a mercury rather than to use this ship.