KEY ON COLORS
BEST The NT Ship Guide version 4.0
GOOD Brought to you by Nexus Travelers
AVERAGE and the Romulan Science Foundation
SUBSTANDARD <---our laboratory
WORST
NONE
CREDITS
Special thanks to TarMinyatur, Savak, FailedJedi, Turok, Warturtle, Beaver, T-Rex, and Nemesis
SFC Beta Testers, Kavik Kang, SFCShadow, Drifter the Grey, Hari the Monk for their SFB knowledge
Taldren Khoromag Interplay Star Trek NightSoft SFB
Fleets NT PGC TRL GT MoK KHH
iCoP FEDX KWP Black Fleet FSFA 3rd
Websites StarFleetUniverse BlackOps DJ's Bugs SFCNG SFC3 PlayAids
Tars Resources Roger Bacon SFB to SFC GameSpyArcade SFU Links
Leagues & D2 GamerZ Gaterunner Canada West XenoCorp GFL
SFC2.net Rooks Tavern Slave Girls Triangle D2 Directory Pirates Exchange
and everyone else who has worked to make this an awesome gaming community
Thank you all
                                                                                                                                                   
PRINTING INSTRUCTIONS: 
In Excel - Under File, go to Page Setup. 
Portrait (not landscape) should be selected
Select Fit To to make all the data fit on one page
note-you may want to change the margins to 1/2 inch for a better fit
repeat these steps for each page in the workbook before you print (a bit time consuming, but worth it)
NOTE-to print without color, on each page SELECT ALL by clicking on the blank box top/left of A1, then right click, format cells, Patterns Tab, no color
NOTE-the Hotlist is much more legible if you print the Late Era on one page, and the Mid and Early on another
                                                                                                                                                   
NOTES ON THE COLUMNS (and how they were calculated)
Ship Class Alpha-numeric string designating which ship it is.  Note-colors indicate the relative strength of the ship at that 5 bpv slot in 1v1 late combat.
BPV Basic Point Value of the ship (prior to purchasing extra items)  
Hull Type FF=Frigate, CL=Light Cruiser, CA=Heavy Cruiser, DN=Dreadnought  
Era what era the ships are available.  E = early, M=mid, L=late.  
Power Total power (warp+impulse+auxiliary.  "batteries not included")  
Weapons # and type of weapons onboard.  4ph1 would indicate 4 type 1 phasers.  Pho=photon, dis=disruptor, pla=plasma, mis=missile, hb=hellbore, fus=fusion, esg=ESG, ppd=PPD, and a=amd (anti-missile defense).
Move Cost Power needed for each point of speed (0.5 at speed 10 = 5 pts of power)  
Turn mode How fast the ship turns.  A is the sharpest rate for starships.  
HET % The starting % chance to successfully perform a High Energy Turn.  Each HET costs 33%, and regens 2.5%/turn.  Breakdowns cost double, and permanently reduce the % by 33.  
Best speed charged The fastest the ship can travel with all weapons fully charged on normal mode.  
Excess Power Excess power at Best Speed (usually 31).  
Tractors Number of defensive tractors on a vessel (for holding incoming missiles)
Transporters Number of transporters on a vessel.
Marines Base number of Marines (Boarding Parties) your vessel with come with.  The maximum available for purchase is 2x this value* and cost 2 bpv each.  *except the: l-mp/+ 1.5x, k-d7e/b 1.6, k-e3y 1, k-g2/c 3, f-cfs/+ 20/7, f-nec/nac 1.5, f-pol/+ 4
HR Vulner.% Vulnerability of the ship to a Hit and Run attack.  Class Type and current Marines determine this value.  If you buy more, you defend better.
T Bombs Base number of Transporter Bombs (Mines) your vessel starts with.  The maximum available for purchase is 2x this value and cost 4 bpv each.
Spare Parts Base number of Spare Parts your vessel with come with.    The maximum available for purchase is 4x this value and cost 4 bpv each. 
Forward Shield Points of strength on the forward (front or 1) shield (amount of damage it can take before it collapses).   
For_L/R shield Points of strength on the forward left and right (2_6) shields.  
Aft_L/R shield Points of strength on the aft left and right (3_5) shields.  
Aft Shield Points of strength on the aft (rear or 6) shield.  
Regen Rate Number of points each shield regenerates each turn.  Based on number of Labs.  
HULL Internal hits a ship can take.  Forward, Center, Aft Hull, Armor, Cargo Bays, Barracks, Labs, and Shuttle Bays.  Bridge, Security, and Extra Damage not included.  
Shuttles Base The # of shuttles youre ship starts with.  Almost always the same as Max Admin Shuttles, except for some Battleships, Freighters, Hydrans, and a few Klingon frigates.
Shuttles Max The maximum number of Shuttles that can be carried.  Additional shuttles cost 1 bpv each.
Launch Rate How many shuttles or fighters can be launched each turn. 
Total Fighters The total number of fighters on the starship (each bay added together).  Note that Romulan, Lyran, and Gorn ships actually use PFs (Pseudo Fighters).
Regen Fighter Max # of Fighters your ship is able to rebuild (equal to half the Deck Crew rounded up)
F1 Fighter Bay 1 Maximum number of Fighters that can be held in Fighter Bay 1 (also # of fighters/squadron).  4 fighters/squadron max in SFC2.
F2 Fighter Bay 2 Maximum number of Fighters that can be held in Fighter Bay 2
F3 Fighter Bay 3 Maximum number of Fighters that can be held in Fighter Bay 3
F4 Fighter Bay 4 Maximum number of Fighters that can be held in Fighter Bay 4
Max Missiles Starting missiles x4.  Also BPV to upgrade to fast missiles (half for x4 medium speed).  Federation, Klingon, Mirak.  
Drone Control The number of missiles a ship can control simultaneously (ie. Have flying at one time).  
BPV w/Hornet IIs BPV cost of ship when all fighters are Hornet II.  Hyrdan.  
BPV w/Hornet IIIs BPV cost of ship when all fighters are Hornet III  
Best Speed Char hvy wpns The fastest the ship can travel while charging Heavy Weapons on normal mode.  Gorn, ISC, Lyran.  
Excess Power Excess power at Best Speed (usually 31) while charging Heavy Weapons on normal mode.  
Best Speed Cloaked The fastest the ship can travel with all weapons fully charged while cloaked.  Romulan.  
Cloak cost Amount of power needed to cloak a ship.  Only available on Romulan, Orion, and a few Klingon starships.  
  WORST POOR AVERAGE GOOD BEST
Ship Class           *determined by relative combat effectiveness (1v1 situation, medium open map, speed 7 or 8)
BPV           *black and white denote groupings in 5 bpv ranges
Hull Type FF CL CA DN  
ERA E   M L  
POWER 7 to 19 20 to 25 26 to 30 36 to 40 41 to 83
WEAPONS           *uncolored since weapons are merged into 1 column
Move Cost 2, 1.5, 1.25 1 .75, .67 0.5 .33, .25
Turn mode F, E D C B A
HET % 50, 67 83 100 117 133, 150
Best speed charged 5 to 24 25 to 27 28 to 29 30 31
Excess Power 0+ 1+ 2+ 3+ 4+
Tractors 1 2 3 4 5 to 9
Transporters 1 2 3 4 5 to 12
Marines 1 to 7 8 to 10 12 to 15 16 to 20 22 to 48
HR Vulner.% 31 to 22 21 to 18 17 to 13 12 to 8 7 to 6
T Bombs 1 2 3 4 6, 8
Spare Parts 2 3 4 5, 6 7, 8
SHIELDS 1 to 16 17 to 21 22 to 24 25 to 30 31 to 74
Regen Rate .3 to .4 0.5 .6 to .7 .8 to .9 1 to 1.3
HULL 6 to 13 14 to 17 18 to 22 23 to 30 31 to 72
Shuttles Base 1 2 3 4 5 to 7
Shuttles Max 1 2 3, 4 5, 6 7 to 14
Launch Rate     1 2 3 to 6
Total Pseudo Fighters   2 3 4  
Total Fighters 2, 3 4 6, 7, 8 10, 12 14, 16
Regen Fighter 1 2 3, 4, 5 6 8 to 20
Fighters per Bay   1 2 3 4
Max Missiles 20 to 30 40 to 50 60 to 80 100 to 120 130 to 280
Drone Control 3   6 9 12
Best speed charg.HW 5 to 24 25 to 27 28 to 29 30 31
Excess Power 0+ 1+ 2+ 3+ 4+
Battery Power 1 to 2 3 4 5 to 6 7 to 13
Explosion Strength 5 to 10 11 to 13 14 to 17 18 to 21 22 to 47
Cloak Cost 30-45 20-24 12 to 18 6 1 to 5
B.S. cloaked (&charged) 2 to 8 9 to 11 12 to 14 15 to 21 22 to 28
FACTS NOT SHOWN, BUT RELEVANT TO THE GAME
Acceleration Most ships accelerate at a rate of 10 (will reach speed 10 after 1 turn).  Orion frigates accelerate at 15, the rom SPZ at 25, and the rom WB+ at 2.  These numbers are not absolute, for i have noticed the more power put into the engines or the smaller the vessel, the quicker the acceleration as well.
Probes There are 5 probes per ship for every race except the Feds (which usually have 10), Orions (which have none), Lyran DNs (10), and SB (20).
Nuclear Space Mines Number of Nuclear Space Mines onboard (Romulan starships only).  Though in SFB only Eagle class ships have them, on the sfbspc13 file, every rom ship but the kestral series are listed with them, and in the game, all rom ships will have one. 
Max Internal Damage Maximum internal damage before the ship will blows up.  Very close (if not equal) to the BPV cost of the ship. .
Explosion Strength Damage inflicted to nearby (within range 1 or 2) ships when this ship explodes.  Usually close to half the Total Power the ship begins with.
Year First Available First year the starship is available for purchase.  On the sfbspc.13 file, early is year -164 to -13, middle is -8 to 7, and late is 8 to 999.
Stealth Special hull design which results in FREE ECM (requiring no power, and not shown on the ecm panel).  only available for fighters (2), the Federation CLH Hospital ship (2), Orion ships (2 or 1), Listening Posts and DeF Plats (1), and Monsters (1-6).
This is shareware.  Feel free to distribute unaltered (it is copyrighted) copies as you please.
Please email any corrections, suggestions, and addition ideas to   novae1@yahoo.com
If you would like the master workbook (much larger) complete with charts and formulas, email me
This guide is the compilation of literally hundreds of hours worth of work, so
Thanks for chosing the NT Ship Guide for all your ship reference needs.  Cya online!
END
MISC CHARTS
Special Mode
2033 WEAPONS Turns to Ch. Charge Cost Hold Cost OL Charge OL Hold Charge Hold
Photon 2 2 1 4 2    
HB 2 2.5 2.5 4.5 4.5    
Fusion 2 2 1 4 2 7 3.5
ESG 2 15 0        
Dis4 1 2 2 4 4    
Dis3 1 2 2 4 4    
Dis2 1 2 2 4 4    
Dis1 1 2 2 4 4    
PPD 2 4 2 6 5 2 1
PlaR 3 3 4 4.67 5    
PlaS 3 2.67 2 4 4    
PlaG 3 2.33 1 3.33 2.5    
PlaF 3 1.67 0        
PlaI 3 1.67 0        
Ph1 1 1 0        
Ph2 1 1 0        
Ph3 1 0.5 0        
PhG 1 1 0        
The TOP 5 (BEST AND WORST SHIPS) *note-when the values are the same, bpv is used to break the tie
Category ex. The KVL has 1 transporter, which is worse than the K-G2 having 1
BPV Best Worst
R-KCN 417 H-SC 26
H-MNR 405 K-E4G 36
K-B11K 393 H-HNG 38
K-B10V 392 F-POL 40
R-K10R 387 K-E3E 40
POWER Best Worst
K-B11K 83 R-SNAR 7
K-B10V 79 R-SNA 7
R-K10R 79 R-SNP 7
K-B10K 79 R-SNB 12
K-B10 79 K-E3Y 12
MOVE COST Best Worst
R-SNB 0.25 L-BBF 2
R-SNAR 0.25 F-BB 2
R-SNP+ 0.25 I-BB 2
Z-SDF+ 0.33 K-B10 2
F-FFE+ 0.33 L-BB 2
Best Worst
TURN MODE R-SKC A F-DN F
R-SKL A Z-CV F
L-DWF A G-BB F
R-KFR A Z-BB F
K-F6 A F-BB F
START HET Best Worst
L-DWF 150 K-B10 50
R-SKL 150 F-BB 50
L-DWSF 150 K-B10K 50
L-DWLP 150 Z-BB 50
L-DWP 150 R-K10R 50
BASE HET Best Worst
R-SKC 117 K-B10 50
L-DWF 117 F-BB 50
R-SKL 117 K-B10K 50
I-DDLZ 117 Z-BB 50
H-SR+ 117 G-BB 50
BEST SPEED (Excess power at speed 31)
L-PFWP 7.2
F-NVL 6.7
I-CE 6.7
I-HSCZ 6.7
L-DWSF 6.5
EXCESS POWER (Worst speed)
R-WB+ 5
R-SNAR 10
R-SNA 12
R-SNP 12
R-WE 18
TRACTORS Best Worst
K-B10V 9 G-CLF 1
Z-CVA 8 R-KFR 1
K-C8V 8 G-HDD+ 1
L-PFT 6 H-SR+ 1
G-PFT 6 G-HDS+ 1
TRANSPORTERS Best Worst
K-B10 12 R-KVL 1
K-B10K 12 R-KE 1
R-K10R 12 K-D6DB 1
K-B10V 12 G-PFT 1
K-B11K 12 K-D6D 1
MARINES Best Worst
R-KRG 48 K-E3Y 1
R-SPG 48 F-PV+ 2
R-KRGB 48 F-POL+ 2
R-SPG+ 48 I-POLW 2
K-D6G 44 I-POL 2
HR VULNERABILITY % Best Worst
K-E4G 6 R-CH 29
H-HNG 6 G-PFT 29
K-E4GB 6 L-PFT 29
Z-FFG 6 K-E3Y 31
R-COH 6 F-PV+ 31
T-BOMBS Best Worst
F-BB 8 I-EDD 1
K-B11K 8 R-K4RB 1
F-DN 6 I-EFF 1
R-KVL 6 R-K4R 1
H-PAL 6 H-SUI 2
SPARE PARTS Best Worst
L-BB 8 R-SEL 2
K-B10 8 I-FFL 2
F-BB 8 R-SEA 2
I-BB 8 R-SEC 2
L-BBF 8 I-FFW 2
SHIELDS (TOTAL) Best Worst
K-B11K 227 H-GEN 227
L-BB 203 K-G2 203
I-BB 203 G-SC 203
F-BB 203 G-DDG 203
L-BBF 203 G-DD 203
SHIELD REGEN RATE Best Worst
F-GSC 1.3 R-K4R 0.3
F-CVL 1.3 R-SNAR 0.3
F-DN 1.3 R-K4RB 0.3
I-BB 1.3 R-SNB 0.3
H-MNV 1.3 K-E6 0.3
HULL Best Worst
G-BB 72 R-K4RB 8
H-MNV 68 R-SNB 8
H-MNR 68 K-E6 8
R-K10R 67 K-G2C 7
I-BB 66 K-E3Y 6
SHUTTLES BASE Best Worst
K-C10K 7 L-EGO 1
R-K9R 6 R-KDP 1
R-K9RB 6 H-OS 1
R-K9RH 6 F-BCV 1
L-BB 6 K-E3Y 0
SHUTTLES MAX Best Worst
G-BB 14 H-KN+ 1
R-K9R 9 Z-SDF+ 1
R-K9RB 9 R-KRP 1
R-K9RH 9 R-KDP 1
G-SR 8 K-E3Y 0
LAUNCH RATE Best Worst
G-SRF 6 R-KHK 1
G-DNE 6 F-DNG 1
G-DNL 6 F-DNH 1
G-DN 6 R-ROC 1
G-DNF 6 K-E3Y 0
REGENERATED FIGHTERS Best Worst
H-IC+ 20 H-DWL 1
F-SCS 19 H-SR+ 1
H-MNV 15 H-IRQ 1
F-CVA 13 H-D7H 1
H-ID 12 F-GSC+ 1
MAXIMUM MISSILES Best Worst
Z-BB 280 F-CA 20
K-C10K 240 F-CC+ 20
F-BB 240 F-GSC+ 20
K-B10K 240 F-CVL 20
K-B11K 240 F-DN+ 20
D4.21 Damage Allocation Chart
DIE ROLL (2d6, add results) 1st Hit 2nd 3rd etc.
2 Bridge Flag Bridge Sensor Dmg Ctrl A Hull L Warp Trans Tractor Shuttle Lab F Hull R Warp Exc. Dmg
3 Drone Phaser Impulse L Warp R Warp A Hull Shuttle Dmg Ctrl C Warp Lab Battery Phaser Exc. Dmg
4 Phaser Trans R Warp Impulse F Hull A Hull L Warp APR Lab Tran Probe C Warp Exc. Dmg
5 R Warp A Hull Cargo Battery Shuttle Torp L Warp Impulse R Warp Tractor Probe Any Wpn Exc. Dmg
6 F Hull Impulse Lab L Warp Sensor Tractor Shuttle R Warp Phaser Trans Battery Any Wpn Exc. Dmg
7 Cargo F Hull Battery C Warp Shuttle APR Lab Phaser Any Warp Probe A Hull Any Wpn Exc. Dmg
8 A Hull APR Shuttle R Warp Scanner Tractor Lab L Warp Phaser Trans Battery Any Wpn Exc. Dmg
9 L Warp F Hull Cargo Battery Lab Drone R Warp Impulse L Warp Tractor Probe Any Wpn Exc. Dmg
10 Phaser Tractor L Warp Impulse A Hull F Hull R Warp APR Lab Trans Probe C Warp Exc. Dmg
11 Torp Phaser Impulse R Warp L Warp F Hull Tractor Dmg Ctrl C Warp Lab Battery Phaser Exc. Dmg
12 Aux Ctrl Emer Bridge Scanner Probe F Hull R Warp Trans Shuttle Tractor Lab A Hull L Warp Exc. Dmg
TORP: (in order) Spec-Sensor, Pl-R, Pl-M, Pl-S, TR-Beam, Phot, Pl-L, Pl-G, Disr, Fusion, Pl-F, Pl-D rack
DRONE: (in order) Spec-Sensor, PPD, Web-Caster, HB, ESG, PA Panel, drone rack (in order D,H,GX,G,B,C,E,F,A), ADD rack(SB,12,6)
PHAS: (in order) Spec-Sensor, SFG, Ph-4, Ph-1, Ph-G, Ph-2, Ph-3
ANY WEAPON: Any of the above, any shttl, DisDev, Prb, web, snare, any power system connected to mauler.
FLAG BRIDGE: Security, DisDev, web, snare
HULL: Repair, Barracks
CARGO/EX DAM: Cargo, Repair, Mine Rack
High Energy Turn %
Base HET Base % Bonus HET Bonus %
0 0 0%
1 33% 1 0%
2 50% 2 33%
3 67% 3 67%
4 83% 4 100%
5 100% 5 133%
6 133% 6 167%
*note that most ships now have the same Start and Base HET chance
Except for a number of Hydran, ISC, and Romulan light frigates
and a majority of Klingon and Lyran frigates have a 33% lower Base than Start chance