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Table of Contents
I. Details
- Information
- Legend Icon
- #Deca
- Aran
- Carrier
- Colossus
- Condor
- Galleon
- Hive Queen
- Hoshi
- J
- Odin
- Raptor
- Shark
- Shuri
- Tokyo
- Woden
- Zeus
- Valhalla
- Hyperion
- Akurei Hauler
- Astraeus Hauler
- Cerberus
- Deimos
- Griffon
- Kariudo Hauler
- Panther
- Shrike
- Albatross
- Atmospheric Lifter
- Elephant
- Hercules
- Mammoth
- Mobile Mining Base-Ship
- Orca
- Ozias
- Ryu
- Advanced Chokaro
- Boa
- Caravel
- Chokaro
- Helios
- Magnetar
- Pelican
- Pleco
- Zephyrus
- PDF Version of Guide (Downloadable)
- Credits
- Version Number with Update Information
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A couple trivial details before the ball begins to start rolling,
- While this is a X³:TC based list, any M1, TL, or M6 that also appeared in X³:R (predacessor to X³:TC) the given information on a given ship remains the same. In regards to the M6 (Hyperion Vanguard) in X³:R it's known as the Hyperion Prototype and is classed as an M7.
- All ships that are M7 and larger that can carry fighters have a hangar entry of three slots (the only exceptions are the Griffon, Ozias, Carrier, and Hive Queen), meaning three ships can dock at one time.
- Drones (Fight/Freight/etc) will use the hangar/launchers of all ships mentioned barring the Griffon, Ozias, Carrier, and Hive Queen.
- Images of hangar/launch location/s on each ship will be provided below ship description/information.
- Yellow outline/arrow displays hangar entry.
Red outline/arrow displays launch tubes. - * indicates ship is buyable in a vanilla game.
- * indicates ship is unbuyable but can be acquired in a vanilla game.
- * indicates ships is unacquirable in a vanilla game.
- * indicates ship is not in a vanilla game.
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The arrows indicate how fighters approach and depart a given ship if the player is/was personally flying the ship. All ships have have a legend icon displayed in their screenshots except for the Hyperion Vanguard, Griffon, and Ozias which use a modified icon symbol due to their unusual approach/departure vectors. It should be mentioned that fighters for both the Hoshi and Ryu, while having a straight line approach/departure vector, enter and exit on a 45° angle due to the hull design of the ship.
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#Deca* (Terran):
- Hangar entry: Landing bay is located midway down the side of the ship on the left side.
- Launch tubes: Sixteen launch chutes are set in three groupings (six, five, and five) and are set below (six) and aft (five and five) of the hangar entry on the left side of the ship. The #Deca also contains the most launch tubes of any acquirable ship that is in a vanilla game and comes in second overall only to the unacquirable Valhalla.
Click Image To Enlarge
Aran* (Goner):
- Hangar entry: Unlike the majority of the other ships on the list, the Aran is one of a few ships to actually have two hangar entries. The first is located on the right side, underneath the three spars, for docking anything bigger than an M7. The second is just aft of the midway point of the ship on the left side.
- Launch tubes: Four launch chutes are set just forward of the second hangar on the left side. The second entry and its launchers are also oversized to accommodate the fitting of M6's or TS's.
Click Images To Enlarge
Carrier* (Kha'ak):
- Hangar entry: None, even though this ship can carry twenty-five fighters there is no landing bay.
Launch tubes: None, fighters cannot depart due to the lack of launch chutes. - Sidenote: The player was never meant to acquire Kha'ak capital ships in a vanilla game which may be the reason as to why there is no hangar/launchers.
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Colossus* (Argon):
- Hangar entry: Landing bay is located in the middle of ship on the right side.
- Launch tubes: Eight launch chutes in two groups of four are set on either side of the ship just underneath where the hangar is located.
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Condor* (Teladi):
- Hangar entry: Landing bay is located at the rear of the ship, just above the engines.
- Launch tubes: Seven launch chutes are set along the right side starting at the middle and leading aft on the ship.
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Galleon* (Pirate):
- Hangar entry: Landing bay is located on the right side at the middle of the ship.
- Launch tubes: Four launch chutes are set on the left side, just below where the hangar is located.
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Hive Queen* (Kha'ak):
- Hangar entry: None, even though this ship can carry twenty-five fighters there is no landing bay.
Launch tubes: None, fighters cannot depart due to the lack of launch chutes. - Sidenote: The player was never meant to acquire Kha'ak capital ships in a vanilla game which may be the reason as to why there is no hangar/launchers.
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Hoshi* (Yaki):
- Hangar entry: Landing bay is located on the upper left side at the middle of the ship.
- Launch tubes: Eleven launch chutes that are set on either side and below the hangar, two on each side and seven below. Of the buyable M1's, the Hoshi has the most launchers, as well as coming in a respectable second for vanilla ships, and third for overall ships.
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J* (Xenon):
- Hangar entry: Landing bay is located on the top of the ship on the rearmost section.
- Launch tubes: Ten launch chutes that are set on the top of the ship with two sets of three, in a "V" formation on either side of the hangar with the last four at each corner on the center section where the bridge is located.
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Odin* (ATF):
- Hangar entry: Landing bay is located at the rear of the ship between the engines. Fighters returning to dock at an Odin are well known to crash into the engines while on approach, it's best to be OOS (Out Of Sector) when docking fighters with this ship.
- Launch tubes: Eight launch chutes are set into two groups. Three on the sides of the ship just in front of each of the engines with the last two on either side of the hangar on the rear of the ship.
Click Images To Enlarge
Raptor* (Split):
- Hangar entry: Landing bay is located on the underhanging superstructure just beneath the the bridge.
- Launch tubes: Ten launch chutes are set in groups of five on either side of the ship just forward of the bridge.
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Shark* (Boron):
- Hangar entry: Landing bay is located at the very front (mouth) of the ship.
- Launch tubes: Eight launch chutes are set on either side of the ship in groups of four, close to midway down the ship.
Click Images To Enlarge
Shuri* (Yaki):
- Hangar entry: Same setup as its counterpart, the Colossus.
- Launch tubes: Same setup as its counterpart, the Colossus.
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Tokyo* (Terran);
- Hangar entry: Landing bay is located on the left side of the ship, opposite the bridge (saucer).
- Launch tubes: Nine launch chutes arranged in a semicircle facing upwards on top of the bridge (saucer) set in groups of seven and two.
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Woden* (ATF):
- Hangar entry: Landing bay is located at the very front (mouth) of the ship.
- Launch tubes: Ten launch chutes set in a five by two design facing upwards near the front of the ship (ahead of the bridge).
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Zeus* (Paranid):
- Hangar entry: Landing bay is located on the top of the ship just behind the bridge.
- Launch tubes: Ten launch chutes set in to pairs of five on either side of the ship.
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Valhalla* (ATF):
- Hangar entry: Landing bay is located at the rear of the ship, between the engines. The Valhalla is the only M2 capable of carrying fighters due to its status as the ATF flagship.
- Launch tubes: Twenty-one launch chutes set into a seven by three design facing upwards just in behind the bridge. Two external docking clamps that can hold five TS/TP/TM/M6 are located on the underside of the arms that hold the rear engine nacelles.
Click Images To Enlarge
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Hyperion Vanguard* (Paranid):
- Hangar entry: Two external docking ports are located on either side of the ship, just in front of the wings on the back part of the Hyperion.
- Launch tubes: Two launchers are located where the docking ports are at on the ship. When undocking, the fighter simply drops down underneath the Hyperion.
- Sidenote: The legend icon for the Hyperion Vanguard is slightly different than the others. The left set is how the fighter launches if in the cockpit, the right set is if viewing from the side of the ship when said fighter launches.
Click Images To Enlarge
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Akurei Hauler* (Yaki):
- Hangar entry: Landing bay located on the left side just foward of the middle of the ship.
- Launch tubes: Three launch chutes set on the right side of the ship, opposite the hanger.
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Astraeus Hauler* (OTAS):
- Hangar entry: Same setup as its counterpart, the Akurei Hauler.
- Launch tubes: Same setup as its counterpart, the Akurei Hauler.
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Cerberus* (Argon):
- Hangar entry: Same setup as its counterpart, the Akurei Hauler.
- Launch tubes: Same setup as its counterpart, the Akurei Hauler.
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Deimos* (Paranid):
- Hangar entry: Landing bay is located on the underside of the ship, below the bridge.
- Launch tubes: Four launch chutes set in pairs of two on either side near the front of the ship.
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Griffon* (Argon):
- Hangar entry: The landing bay for the Griffion is unusual as it's only one of two ships that uses a seperate docking path for each ship (the other being the Ozias). Landing bays are in rows of three (that are seperate from each other) located on the left, right, and underside. The rack hangs on the underside of the ship and comes up on the left/right sides of the ship. Barring the M7 or bigger docking clamp on the Aran, the Griffon is the only ship that utilizes an external docking rack for its fighters rather than an internal hanger.
- Launch tubes: Nine launch chutes are set on the left, right, underside side of the rack that hangs on the ship. Each fighter has its own launcher.
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Kariudo Hauler* (Yaki):
- Hangar entry: Same setup as its counterpart, the Deimos.
- Launch tubes: Same setup as its counterpart, the Deimos
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Panther* (Split):
- Hangar entry: Landing bay is located on the underhanging superstructure just beneath the the bridge.
- Launch tubes: Ten launch chutes are set in groups of five on top of the ship on either side just forward of the bridge.
Click Images To Enlarge
Shrike* (Teladi):
- Hangar entry: Landing bay is located on the underside of the ship just foward of the launch tubes.
- Launch tubes: Three launch chutes facing downwards set in the underside just aft of the hangar.
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Albatross* (Teladi):
- Hangar entry: Landing bays located on the left side of the ship above and aft of the launchers.
- Launch tubes: Three launch chutes on the left side near the midway point of the ship.
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Atmospheric Lifter* (Terran):
- Hangar entry: Landing bay located near the back end of the top right spar of the ship.
- Launch tubes: Two launch chutes set just below the hangar.
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Elephant* (Split):
- Hangar entry: Landing bay is located on the underhanging superstructure just beneath the the bridge.
- Launch tubes: Six launch chutes are set in groups of three on either side of the ship just forward of the bridge.
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Hercules* (Paranid):
- Hangar entry: Landing bay is located on the top of the ship just behind the bridge.
- Launch tubes: Six launch chutes set in to pairs of three on either side of the ship.
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Mammoth* (Argon):
- Hangar entry: Landing bay is located in the middle of ship on the right side.
- Launch tubes: Four launch chutes in two groups of two are set on either side of the ship just underneath where the hangar is located.
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Mobile Mining Base-Ship* (Terran);
- Hangar entry: Landing bay is located on the left side of the ship, opposite the bridge (saucer).
- Launch tubes: Nine launch chutes arranged in a semicircle facing upwards on top of the bridge (saucer) set in groups of seven and two.
Click Image To Enlarge
Orca* (Boron):
- Hangar entry: Landing bay is located at the very front (mouth) of the ship.
- Launch tubes: Six launch chutes are set on either side of the ship in groups of three, close to midway down the ship.
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Ozias* (Goner):
- Hangar entry: The Ozias is unique since it doesn't hold M3-M5 but instead holds TS/TP class vessels only (TM's cannot dock). There are twelve seperate docking clamps in the center section of the ship that holds one ship per clamp with the TS's/TP's entering on both sides.
- Launch tubes: The twelve docking clamps that launch the TS's/TP's are the same ones that mount the TS's/TP's. TS's/TP's launch from both sides of the ship.
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Ryu* (Yaki):
- Hangar entry: Landing bay is located on the upper left side towards the back half of the ship.
- Launch tubes: Four launch chutes set on the lower left side just below the hanger.
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Advanced Chokaro* (Yaki):
- Hangar entry: Six docking ports in total that are stacked in two rows of three with two entries on the left side and four entries on the right side of the ship.
- Launch tubes: Six launchers in total, four on the left side and two on the right side. Setup is the same as the docking ports, two rows of three.
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Boa* (Split):
- Hangar entry: Four docking ports, two per side.
- Launch tubes: Four launchers, two per side.
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Caravel* (Pirate):
- Hangar entry: Four docking ports, two per side.
- Launch tubes: Four launchers, two per side.
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Chokaro* (Yaki):
- Hangar entry: Three docking ports, two on the right side and one on the left side.
- Launch tubes: Three launchers in total, one on the right side and two on the left side.
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Helios* (Paranid):
- Hangar entry: Four docking ports, two per side.
- Launch tubes: Four launchers, two per side.
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Magnetar* (Argon):
- Hangar entry: Four docking ports, two per side.
- Launch tubes: Four launchers, two per side.
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Pelican* (Teladi):
- Hangar entry: Four docking ports, two per side.
- Launch tubes: Four launchers, two per side.
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Pleco* (Boron):
- Hangar entry: Four docking ports, two per side.
- Launch tubes: Four launchers, two per side.
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Zephyrus* (OTAS):
- Hangar entry: Four docking ports, two per side.
- Launch tubes: Four launchers, two per side.
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PDF Version
You will need Adobe or an equivalent progam in order to view the PDF, all credit for the PDF version of the guide belongs to Alex Vanderbilt.
Carrier Guide (PDF Version) ----> [ external image ]
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xavierd, for bringing up this much overlooked subject.
pjknibbs, for correctly deducing the number for hanger entries.
GCU Grey Area, for corrections on how many launchers the Xenon J has.
Triaxx2, for testing on the Ozias and corrections.
EmperorJon, for testing, providing feedback, and use of his Arena maps.
Tenlar Scarflame, for use of his Arena maps.
Roger L.S. Griffiths, for pointing out that I forgot to mention the M6/TS/TP/TM docking on the Valhalla.
Alex Vanderbilt, for creating the PDF version of the guide and corrections.
Myself, Deadbeat_Spinn, for having the patience to write this.
Version 1.0: Completion of Guide Ver. 1.0.
Version 1.1: Fixes, headers/ToC/detail content for M6/TM added .
Version 1.2: Imagery for TM's and Hyperion added, minor fixes/tweaks.
Version 1.3: Downloadable PDF version of the guide has been added, additional correction/fixes.
Version ?.?: ?.
© 2010 Work of Deadbeat_Spinn & DBS Industries™