COMBAT ANALYSIS
Thanks to jlhorner1974 for much of this information.

All ratings are in 'pixels', as a full shield or armor bar is exactly 50 pixels in height.

Combat maneuvering speed appears timed to the number of "bars" that show up below your ship icon. Top class 5 engines can maneuver at the exact top speed of plasma bolts or missiles in "combat" mode once you accelerate to full speed.

In Starflight I the plasma bolts were exactly twice as fast as missiles and homing, which made them purely impossible to dodge or avoid. You could pace them but not outrun them if you were already at top maneuvering speed, but that's about it. In Starflight II however, they merely go the speed of other missiles.

When in "maneuver" mode you can accelerate to roughly twice the top speed of plasma bolts or missiles.

In Starflight I, your acceleration depended on your engine class and you mass. If you sold off as many cargo pods as you could, you're acceleration would increase. In Starflight II, your acceleration is your engine class. The number of bars shown on the ship "graphic" when in combat mode is a representation of both what your engine class is, and what you can expect in terms of combat acceleration.

There are three zoom levels for combat. If all enemy ships are within:

1-4 spaces: Highest zoom
5-8 spaces: medium zoom
9-16 spaces: low zoom
17+ spaces (off screen - leave encounter or vaporize chasing plasma bolts or missiles)

Whenever you are within 6 spaces or closer of your aimed target, your ship will automatically use lasers, if equipped. Beyond that range, plasma bolts or missiles will be used. For this reason, once you obtain plasma bolts, it is recommended to un-equip your lasers.

Enemies can ONLY use lasers when you are 0-4 spaces away (straight line or vertically) So if you fight an enemy who does not have missiles, it's possible to shoot them effectively with lasers while at the same time being out of their range.

The UHL is completely invulnerable to any weapons before the UHL weapon is used.  The G'nunk shield nullifier will not have any effect on it.  Once the UHL's shields are drained by the UHL weapon the G'Nunk shield nullifier WILL work on it.   5 Plasma bolts are necessary to kill the UHL with it's class 25 shields up.   Only 3 plasma bolts are necessary with it's shields down.

Spemin Battle Tactics:

With their battle jumper (which seems to work flawlessly, unlike yours), Spemin fleets are a major pain to combat throughout the game. Even once you have full class 7 shields, plasma bolts yourself, and your own battle jumper, a flood of plasma bolts is more often then not more then you can take. However, there is a decent strategy to get around this problem:

Maneuver and fly diagonally whenever a plasma bolt is on the screen, stop and shoot as much as possible when one is not, as the other spemin weapons have pitiful damage (class 1 missiles and class 2 lasers)

Hope and pray that a plasma bolt doesn't get launched too closely to you before you can quit combat, jump to maneuver, and get out of range. If you repeat this procedure and simply shoot as often as possible whenever possible, you'll eventually either lose all the spemin ships as they "stop" to shoot at you (it's impossible to escape the encounter before going into combat, but not after you are already in combat) or you'll eventually wipe them out through attrition as you continually get in lucky hits between running for your life.

I once wiped out a fleet of spemin with class 2 missiles and class 2 shields using this tactic, unfortunately it took forever.  Lasers are highly suggested if you plan to try this.

Damage Measurements

Damage in the game is recorded by "Class".  When scanning alien ships, one ship with "Class 5 Shields" may have quite a different level of protection as another ship.  This is because alien ship armor is not measurable by sensors, and "Class 5 shielding" is an approximation.  One ship may have slightly more or less shield strengths, but just happen to be close enough to still fall into the same catagory.

Alien shielding absorbs exactly 350 damage per class.

Alien Shields: (350 damage per class)
"None Apparent" = 0 points
Class 1: 1-699 points
Class 2: 700-1049 points
Class 3: 1050-1399 points
Class 4: 1400-1749 points
Class 5: 1750-2099 points
..etc..

Alien shields do NOT regenerate.  See the Ship Table below for more information on alien shield/armor strengths.

Interstel Shields (500 damage per class)
Class 7: 3500 / 70 pixels (top 20 pixels are invisible)
Class 5: 2500 / 50 pixels
Class 4: 2000 / 40 pixels
Class 3: 1500 / 30 pixels
Class 2: 1000 / 20 pixels
Class 1: 500 / 10 pixels

Shield Regeneration: 2.5 pixels/sec using the default DosBox 0.63 settings

Interstel Armor (250 damage per class)
Class 5: 1500 / 50 pixels (30)
Class 4: 1250 / 40 pixels (24)
Class 3: 1000 / 32 pixels (19)
Class 2: 750 / 24 pixels (14)
Class 1: 500 / 16 pixels (9)
None (base hull): 240 / 8 pixels
None (damaged hull): 0

Armor absorbs exactly 60% of the damage of your shields. All damage ratings listed below are in shield damage. Take the shield damage and divide by .6 to get the resulting armor damage (and round up). You can also assume that your full class 5 armor is worth in value to "30 pixel, class 3 shields" and convert the numbers appropriately.

Missile vs Shields/Armor
(Located at 0x51C05 in STAR2B.COM)

Class 1: 200 / 6/10 pixels (Spemin Warship)
Class 2: 400 / 8/14 pixels (Tandelou Scout/Transport)
Class 3: 700 / 16/27 pixels (Tandelou Warship or Ng-Kher-Arla Scout)
Class 4: 1000 / 20/34 pixels (Humna)
Class 5: 1500 / 32/50 pixels (GNunk Scout, Ng-Kher-Arla Warship, and Umanu around Shyneum planet)
Class 6 (Plasma Bolts): 4000 / 80/133 pixels (Spemin/Uhlek)
Class 7: 500
Class 8: 600
Class 9: 700 / 16/27 pixels (Umanu not around Shyneum planet)
Class 10: 2000 / 42/70 pixels (GNunk Warship) - bright pink missiles
Class 11: 900
Class 12: 1000

50 damage = 1 shield pixel damage
30 damage = 1 armor pixel damage

Laser damage vs Shields/Armor 
Located at 0x515DE in STAR2B.COM
Primary damage measured at range 5.5, or exactly 50% strength of point-blank range
* Pixel damage is based on actual empirical testing, measured at point blank range, not at range 5.5, which is exactly 2X of the actual damage table.

Class 1: 90 / 4/6 pixels dmg
Class 2: 210 / 8/14 pixels dmg (Spemin Scout & Warship, Tandelou Transport)
Class 3: 360 / 14/24 pixels dmg (Tandelou Scout, Ng/Kler/Arla Scout)
Class 4: 510 / 20/34 pixels dmg (G'Nunk Scout, Tandelou Warship)
Class 5: 660 / 26/44 pixels dmg (G'Nunk Warship, Ng/Kler/Arla Warship)
Class 6: 700 / 28/46 pixels dmg
Class 7: 700 / 28/46 pixels dmg (Human Humna Scout)
Class 8: 700 / 28/46 pixels dmg
Class 9: 700 / 28/46 pixels dmg
Class 10: 1000 / 40/68 pixels dmg (Gorzek, Leghk Guardian)
Class 11: 1100 / 44/74 pixels dmg
Class 12: 1200 / 48/80 pixels dmg (Humna Humna Transport)

Laser damage drops off over range: the distance between the player and enemy ship is calculated using the distance formula [dist = sqrt(distX^2+distY^2)]. At distances of 0.0 or 0.5 units away, lasers do 100% of the damage listed above. For each additional 0.5 units away, the lasers suffer a -5% damage penalty. Thus, lasers do 95% damage to targets one square away, 90% damage 1.5 squares away, 85% damage 2.0 squares away, down to 50% damage at 5.5 squares away. I have not observed any enemies that can fire a laser at a target 6 squares away (seems to be out of range). 

Player lasers suffer a 5% damage penalty per 0.5 units of distance the target is away (as per the distance formula)

Alien lasers suffer a 5% damage penalty per 0.5 units of distance the target is away (as per the distance formula), not counting the first 0.5 units

Class 10 laser damage (Gorzek)

Distance Pixels % of full damage
0.0 40 100%
0.5 40 100%
1.0 38 95%
1.5 36 90%
2.0 34 85%
2.5 32 80%
3.0 30 75%
3.5 28 70%
4.0 26 65%
4.5 24 60%
5.0 22 55%
5.5 20 50%

Here's a few more Starflight II damage tests:

class 10 missile vs class 2 shields: (42)
should be 20 dmg to shields, 22 dmg applied to armor at 60% = 36/37 dmg vs armor

Test #1: 16 dmg wrap to armor
Test #2: 34 dmg wrap to armor
Test #3: 22 dmg wrap to armor
Test #4: 14 dmg wrap to armor
Test #5: 20 dmg wrap to armor
Test #6: 6 dmg wrap to armor
Test #7: 22 dmg wrap to armor

As you can see, something is serious wrong here. All normal tests when shield damage does not disappear is almost 100% consistent, only slight differences seen due to the two pixel round off.  Damage done to a alien vessels is also always 100% consistent.

Just to verify that class 7 shields take 70 damage:
Class 7 missile vs class 7 shield:
Should be 42 damage, 20 hidden, 22 displayed:

Test #1: 20 damage
Test #2: 22 damage
Test #3: 22 damage
Test #4: 22 damage

Once in a while it seems that class 10 missiles are doing 40 dmg instead of 42, class 5 missiles are doing 30 damage instead of 32, but due to the consistency, I don't think any DR is being done here.

Now let's take plasma bolts: Uhlek in the past vs. class 7 shields:
(formula is 14 armor dmg * 60% or 0.6 + 70 shield damage = 78.4 real damage)

Test #1: 14 dmg wrap to armor = 78.4
Test #2: 8 dmg wrap to armor = 74.8
Test #3: 16 dmg wrap to armor = 79.6
Test #4: 10 dmg wrap to armor = 76
Test #5: 10 dmg wrap to armor = 76
Test #6: 4 dmg wrap to armor = 72.4
Test #7: 10 dmg wrap to armor = 76
Test #8: 2 dmg wrap to armor = 71.2
Test #9: 14 dmg wrap to armor = 78.4
Test #10: 6 dmg wrap to armor = 73.6
Test #11: 6 dmg wrap to armor = 73.6

So assuming the plasma bolt damage is perfectly consistent, and the damage variation is due to the "wrap" irregularity as seen above with missiles.

Due to the "lower" then expected damage seen on the missile damage wrap tests, I'm guessing that at times the shields randomly take "overload" damage, or absorb more damage then they're supposed to at random times when the damage causes the shield to fail.

Plasma bolt damage therefore varies between 71 and 79 pixels, or in actuality closer to 80 pixels in damage.

Blastopod Damage

Blastopods seem to send shockwaves of damage outwards from a center point.   That center core does the highest amount of damage, and as you get further and further away, the blast damage decreases.  Measuring blast damaage was done by "hitting oneself" with shields raised, so like all other measurements in this document, damage is in the # of shield pixels used.

0 spaces: 86 damage
1 spaces: 80 damage
2 spaces: 74 damage
3 spaces: 68 damage
4 spaces: 62 damage
5 spaces: 56 damage
6 spaces: 50 damage
7 spaces: 44 damage
8 spaces: 38 damage
9 spaces: 32 damage
10 spaces: 26 damage
11 spaces: 20 damage
12 spaces: 14 damage
13 spaces: 8 damage
14 spaces: 0 damage

SHIP TABLE
Thanks to Jlhorner1974 for providing the hex code which included ship information.  You can look at a translated excel spreadsheet of this code here.
  • Energy and Bio information is always shown as 100% on the scanner screen.
  • Movement delays and firing delays are relative to the ship's activities.  Larger the delay, slower the activity.
  • If a ship is firing constantly in combat, it's movement will be even slower, as it can't move and fire at the same time. Certain ships are immobile, and will never move despite their movement delays.
NameEnergyBioMass (tons)Firing DelayArmor PtsShield PtsTotal Hit-pointsLaser ClassMissile ClassSpecialDebris
Dweenle Transport 241 1 200 0 200 0 200 none none n/a Lead(11.0)
Shyneum(3.0)
Dweenle (past) Transport 241 1 200 0 200 0 200 none none n/a Lead(11.0)
Endurium(4.0)
Spemin Scout 20 3 400 11 300 2000 2300 2 none plasma Lead(6.0)
Iron(4.0)
Shyneum(1.0)
Spemin Warship 25 5 700 9 400 3000 3400 2 1 plasma Lead(10.0)
Iron(7.0)
Cobalt(4.0)
Shyneum(5.0)
G'Nunk Scout 255 30 50 4 1000 1000 2000 4 5 n/a Chromium(10.0)
Cobalt(4.0)
Endurium(3.0)
G'Nunk Warship 255 20 350 1 1500 2200 3700 5 10 n/a Cobalt(8.0)
Titanium(5.0)
Endurium(5.0)
Tandelou Transport 10 5 450 8 50 200 250 2 n/a n/a Nickel(9.0)
Molybdenum(6.0)
Platinum(3.0)
Shyneum(5.0)
Tandelou Scout 18 14 125 6 50 500 550 3 2 n/a Nickel(4.0)
Molybdenum(2.0)
Platinum(1.0)
Shyneum(3.0)
Tandelou Warship 25 9 300 5 100 800 900 4 3 n/a Nickel(8.0)
Molybdenum(4.0)
Platinum(2.0)
Shyneum(4.0)
Humna Humna Transport 75 4 20000 6 1500 900 2400 12 4 n/a Aluminum(20.0)
Antimony(9.0)
Zinc(5.0)
Shyneum(15.0)
Humna Humna Scout 10 35 5 2 0 20 20 7 n/a n/a Aluminum(8.0)
Antimony(5.0)
Zinc(4.0)
Shyneum(0.5)
Ng Scout 50 5 50 9 500 1000 1500 3 3 n/a Molybdenum(2.0)
Silver(0.5)
Magnesium(0.2)
Shyneum(1.0)
Ng Warship 80 8 85 6 800 1200 2000 5 5 energy
drain
cloud
Molybdenum(4.0)
Silver(1.0)
Magnesium(0.8)
Shyneum(2.5)
Kher Scout 5 5 50 9 500 1000 1500 3 3 n/a Molybdenum(2.0)
Silver(0.5)
Magnesium(0.2)
Shyneum(1.0)
Kher Warship 10 8 85 6 800 1200 2000 5 5 energy
drain
cloud
Molybdenum(4.0)
Silver(1.0)
Magnesium(0.8)
Shyneum(2.5)
NameEnergyBioMass (tons)Firing DelayArmor PtsShield PtsTotal Hit-pointsLaser ClassMissile ClassSpecialDebris
Arla Scout 20 5 50 9 500 1000 1500 3 3 n/a Molybdenum(2.0)
Silver(0.5)
Magnesium(0.2)
Shyneum(1.0)
Arla Warship 35 8 85 6 800 1200 2000 5 5 energy
drain
cloud
Molybdenum(4.0)
Silver(1.0)
Magnesium(0.8)
Shyneum(2.5)
Gorzek 255 0 4000 1 1500 2000 3500 10 n/a n/a Promethium(6.4)
Rodnium(20.0)
Silicon(17.0)
Shyneum(20.0)
Lowar Derelict
Warship
0 0 400 0 100 0 100 none none n/a none
Uhlek Scout 255 20 1000 3 1000 1000 2000 none 5 n/a Aluminum(14.0)
Titanium(11.0)
Endurium(20.0)
Uhlek Warship 255 12 5000 3 1000 3000 4000 none 5 plasma Aluminum(19.0)
Titanium(14.0)
Endurium(25.0)
Umanu Scout 255 10 1500 5 1200 2000 3200 none 9 microwave Tungsten(20.0)
Titanium(10.0)
Platinum(7.0)
Shyneum(20.0)
Umanu Warship 255 8 2100 5 1800 2500 4300 none 9 microwave Tungsten(25.0)
Titanium(13.0)
Platinum(11.0)
Shyneum(25.0)
Guardian 255 0 44000 1 1500 4000 5500 10 none Invuln Promethium(6.4)
Rodnium(20.0)
Silicon(17.0)
Shyneum(20.0)
UHL (pre) 255 0 44000 1 3000 9000 12000 10 none tractor
Invuln
none
UHL'S  Umanu 255 8 2100 5 1300 3500 4800 none 5 microwave Tungsten(25.0)
Titanium(13.0)
Platinum(11.0)
Shyneum(25.0)
UHL'S Uhlek 255 12 5000 3 1000 3000 4000 none 5 plasma Aluminum(19.0)
Titanium(14.0)
Endurium(25.0)
Interstel Corporate Police Warship 255 12 5000 3 1000 1400 2400 none 5 Invuln Aluminum(19.0)
Titanium(14.0)
Silicon(0)
Shyneum(25.0)
Interstel Warship 255 6 50-500 0 280 - 1750 0 - 1750 280 - 3500 0-5 0-5 plasma Titanium, Promethium, Molybdenum,
Cobalt, Aluminum, 
Shyneum

ENCOUNTER LIST
Thanks to Jlhorner1974 for providing the hex code which included the ship fleet locations.  You can look at a translated excel spreadsheet of this code here. ·         Ships will move from their initial positions to chase you.  There does not seem to be any obvious limit on how far any particular fleet will travel to follow you. ·         The number of ships is not fixed.  If a group has a limit of 4 ships, you will meet between 1-4 ships in the first encounter.  If they send a distress call for backup, up to 4 more ships can arrive.  Distress calls are made anywhere, in hyperspace, around planets and in systems.  There is no apparent limit on how many times a distress call can be made. ·         There are several types of "convoys":  A lone scout, a 1-4 ship combination of transports & warships/scouts, a battle fleet of 6-8 warships, or a 1-3 group of scouts and warships. ·         If you fight and kill off fleets in hyperspace, there will only be one encounter per group of ships shown on this list.  Once you kill them, they will be gone.  
SPECIES COORDINATE # of Ships * Transports Scouts Warships
Dweenle (present) 9,155 6 ships X    
Dweenle (present) 12,205 - System 2 groups of 2,6 ships X    
Dweenle (present) 14,201 2 ships X    
Dweenle (present) 14,215 2 ships X    
Dweenle (present) 29,176 2 ships X    
Dweenle (present) 43,192 6 ships X    
Dweenle (present) 47,210 - System 1 group of 2 ships X    
Dweenle (present) 52,196 6 ships X    
Dweenle (present) 54,195 - System 2 groups of 2,6 ships X    
Dweenle (present) 54,195 - Planet 1 1 group of 6 ships X    
Dweenle (present) 56,183 2 ships X    
Dweenle (present) 60,156 - System 1 groups of 2 ships X    
Dweenle (present) 85,204 2 ships X    
Dweenle (present) 91,211 - System 3 groups of 2,2,6 ships X    
Dweenle (present) 99,198 6 ships X    
Dweenle (present) 127,142 6 ships X    
Dweenle (past) 9,155 6 ships X    
Dweenle (past) 12,205 - System 2 groups of 2,6 ships X    
Dweenle (past) 14,201 2 ships X    
Dweenle (past) 14,215 2 ships X    
Dweenle (past) 29,176 2 ships X    
Dweenle (past) 43,192 6 ships X    
Dweenle (past) 47,210 - System 2 ships X    
Dweenle (past) 52,196 6 ships X    
Dweenle (past) 54,195 - System 2 groups of 2,6 ships X    
Dweenle (past) 54,195 - Planet 1 1 group of 6 ships X    
Dweenle (past) 56,183 2 ships X    
Dweenle (past) 60,156 - System 1 group of 2 ships X    
Dweenle (past) 85,205 2 ships X    
Dweenle (past) 91,211 - System 3 groups of 2,2,6 ships X    
Dweenle (past) 99,198 6 ships X    
Dweenle (past) 127,142 6 ships X    
G'Nunk 62,128 1 ship   X  
G'Nunk 82,3 1 ship   X  
G'Nunk 98,55 4 ships   X X
G'Nunk 100,74 1 ship   X  
G'Nunk 105,16 4 ships   X X
G'Nunk 106,14 - System 1 group of 4 ships   X X
G'Nunk 107,75 8 ships     X
G'Nunk 107,64 - System 1 ship   X  
G'Nunk 112,218 1 ship   X  
G'Nunk 122,105 1 ship   X  
G'Nunk 125,35 4 ships   X X
G'Nunk 131,9 8 ships     X
G'Nunk 131,89 4 ships   X X
G'Nunk 133,34 - System 4 ships   X X
G'Nunk 135,58 4 ships   X X
G'Nunk 140,45 1 ship   X  
G'Nunk 154,65 4 ships   X X
G'Nunk 152,35 8 ships     X
G'Nunk 154,49 8 ships     X
G'Nunk 158,22 8 ships     X
G'Nunk 159,30 - System 4 groups of 4,4,4,8 ships   X X
G'Nunk 159,30 - Planet 2 1 groups of 8 ships     X
G'Nunk 161,53 - Planet 1 1 group of 4 ships   X X
G'Nunk 162,33 1 ship   X  
G'Nunk 173,79 1 ship   X  
G'Nunk 176,7 1 ship   X  
G'Nunk 177,8 - System 2 groups of 1,4 ships   X X
G'Nunk 190,61 4 ships   X X
G'Nunk 195,104 1 ship   X  
G'Nunk 207,37 - System 1 ship   X  
Humna Humna 6,22 6 ships X X  
Humna Humna 7,151 - System 1 group of 3 ships X X  
Humna Humna 28,150 6 ships X X  
Humna Humna 48,190 6 ships X X  
Humna Humna 54,104 - System 1 group of 3 ships X X  
Humna Humna 59,103 3 ships X X  
Humna Humna 62,22 6 ships X X  
Humna Humna 83,205 3 ships X X  
Humna Humna 93,37 - System 1 group of 3 ships X X  
Humna Humna 111,91 6 ships X X  
Humna Humna 114,55 3 ships X X  
Humna Humna 184,148 - System 1 group of 3 ships X X  
Humna Humna 192,157 6 ships X X  
Humna Humna 197,115 6 ships X X  
Humna Humna 202,105 - Planet 1 1 group of 7 ships X X  
Humna Humna 202,107 3 ships X X  
Humna Humna 203,42 3 ships X X  
Humna Humna 207,37 - System 2 groups of 3,6 ships X X  
Humna Humna 209,56 6 ships X X  
Humna Humna 212,31 6 ships X X  
Humna Humna 213,45 3 ships X X  
Humna Humna 216,45 - System 2 groups of 3,6 ships X X  
Humna Humna 216,45 - Planet 3 1 groups of 7 ships X X  
Humna Humna 219,172 - System 1 group of 3 ships X X  
Humna Humna 220,132 3 ships X X  
Humna Humna 224,35 3 ships X X  
Humna Humna 225,84 6 ships X X  
Humna Humna 227,213 3 ships X X  
Humna Humna 229,42 3 ships X X  
Humna Humna 237,41 - System 3 groups of 3,6,6 ships X X  
Humna Humna 237,88 - System 2 groups of 3,6 ships X X  
Ng-Kher-Arla 156,199 2 ships   X  
Ng-Kher-Arla 174,216 2 ships   X  
Ng-Kher-Arla 180,128 2 ships   X  
Ng-Kher-Arla 180,195 2 ships   X  
Ng-Kher-Arla 181,197 3 ships   X X
Ng-Kher-Arla 184,154 8 ships     X
Ng-Kher-Arla 185,139 4 ships   X X
Ng-Kher-Arla 199,195 4 ships   X X
Ng-Kher-Arla 205,116 2 ships   X  
Ng-Kher-Arla 206,162 4 ships   X X
Ng-Kher-Arla 211,150 4 ships   X X
Ng-Kher-Arla 214,178 - System 2 groups of 3,3 ships   X X
Ng-Kher-Arla 214,178 - Planet 4 1 groups of 8 ships     X
Ng-Kher-Arla 217,181 8 ships     X
Ng-Kher-Arla 219,172 - System 2 groups of 2,3 ships   X X
Ng-Kher-Arla 219,172 - Planet 2 1 groups of 8 ships     X
Ng-Kher-Arla 233,131 2 ships   X  
Ng-Kher-Arla 237,147 8 ships     X
Ng-Kher-Arla 243,153 4 ships   X X
Ng-Kher-Arla 244,210 2 ships   X  
Ng-Kher-Arla 249,148 - System 1 group of 2 ships   X  
Tandelou Eshvara 5,111 3 ships   X X
Tandelou Eshvara 9,56 1 ship   X  
Tandelou Eshvara 19,78 4 ships X X X
Tandelou Eshvara 20,41 - System 1 group of 1 ship   X  
Tandelou Eshvara 28,79 - System 2 groups of 3,8 ships   X X
Tandelou Eshvara 30,72 8 ships     X
Tandelou Eshvara 34,60 4 ships X X X
Tandelou Eshvara 34,71 - System 1 group of 4 ships X X X
Tandelou Eshvara 35,69 - System 4 groups of 1,3,4,4 ships X X X
Tandelou Eshvara 35,69 - Planet 2 1 group of 8 ships     X
Tandelou Eshvara 37,70 4 ships X X X
Tandelou Eshvara 47,88 3 ships   X X
Tandelou Eshvara 53,32 4 ships X X X
Tandelou Eshvara 60,137 1 ship   X  
Tandelou Eshvara 61,66 3 ships   X X
Tandelou Eshvara 80,27 1 ship   X  
Tandelou Eshvara 81,94 1 ship   X  
Tandelou Eshvara 105,75 - Planet 4 1 group of 1 ship   X  
Tandelou Eshvey 2,76 - System 1 group of 1 ship   X  
Tandelou Eshvey 16,23 3 ships   X X
Tandelou Eshvey 28,79 - System 3 groups of 1,3,8 ships   X X
Tandelou Eshvey 29,74 - System 4 groups of 4,4,4,8 ships X X X
Tandelou Eshvey 29,74 - Planet 1 1 group of 8 ships     X
Tandelou Eshvey 31,97 4 ships X X X
Tandelou Eshvey 32,91 - System 1 group of 1 ship   X  
Tandelou Eshvey 33,76 8 ships     X
Tandelou Eshvey 34,71 - System 2 group of 3 ships   X X
Tandelou Eshvey 34,74 - System 1 group of 3 ships   X X
Tandelou Eshvey 40,145 1 ship   X  
Tandelou Eshvey 41,50 4 ships X X X
Tandelou Eshvey 57,29 3 ships   X X
Tandelou Eshvey 89,50 1 ship   X  
Tandelou Eshvey 98,76 1 ship   X  
Tandelou Eshvey 171,165 1 ship   X  
Spemin 21,127 6 ships   X X
Spemin 27,197 6 ships   X X
Spemin 46,173 6 ships   X X
Spemin 54,104 - System 1 group of 2 ships   X  
Spemin 60,156 - System 1 group of 6 ships   X X
Spemin 78,77 6 ships   X X
Spemin 89,21 6 ships   X X
Spemin 101,85 - System 3 groups of 2,6,6 ships   X X
Spemin 105,75 - System 1 group of 2 ships   X  
Spemin 158,183 - System 5 group of 6 ships   X X
Spemin 161,73 6 ships   X X
Spemin 184,177 6 ships   X X
Spemin 188,195 6 ships   X X
Spemin 230,34 6 ships   X X
Spemin 231,112 6 ships   X X
Spemin 249,148 - System 1 group of 2 ships   X  
Uhlek (past) 26,72 6 ships   X X
Uhlek (past) 29,110 6 ships   X X
Uhlek (past) 41,146 6 ships   X X
Uhlek (past) 68,136 6 ships   X X
Uhlek (past) 71,81 6 ships   X X
Uhlek (past) 76,98 6 ships   X X
Uhlek (past) 87,59 6 ships   X X
Uhlek (past) 98,142 6 ships   X X
Uhlek (past) 103,16 6 ships   X X
Uhlek (past) 106,80 6 ships   X X
Uhlek (past) 109,20 6 ships   X X
Uhlek (past) 111,171 6 ships   X X
Uhlek (past) 125,139 6 ships   X X
Uhlek (past) 132,197 6 ships   X X
Uhlek (past) 137,213 6 ships   X X
Uhlek (past) 139,138 6 ships   X X
Uhlek (past) 139,203 6 ships   X X
Uhlek (past) 147,201 6 ships   X X
Uhlek (past) 150,102 6 ships   X X
Uhlek (past) 151,208 6 ships   X X
Uhlek (past) 154,218 6 ships   X X
Uhlek (past) 163,158 6 ships   X X
Uhlek (past) 175,141 6 ships   X X
Uhlek (past) 191,179 6 ships   X X
Uhlek (past) 200,134 6 ships   X X
Uhlek (past) 208,184 6 ships   X X
Uhlek (past) 213,158 6 ships   X X
Uhlek (past) 215,46 6 ships   X X
Uhlek (past) 224,127 6 ships   X X
Uhlek (past) 225,146 6 ships   X X
Uhlek (past) 229,157 6 ships   X X
Uhlek (past) 230,168 6 ships   X X
Uhlek (past) 232,141 6 ships   X X
Uhlek (past) 232,151 6 ships   X X
Uhlek (past) 237,185 6 ships   X X
Uhlek (past) 238,157 6 ships   X X
Uhlek (past) 239,148 6 ships   X X
Uhlek (past) 245,126 6 ships   X X
Uhlek (past) 247,167 6 ships   X X
Uhlek (past) 248,193 6 ships   X X
Umanu 71,165 1 ship   X  
Umanu 75,103 1 ship   X  
Umanu 79,142 4 ships   X X
Umanu 84,176 - System 1 group of 4 ships   X X
Umanu 89,114 4 ships   X X
Umanu 89,161 4 ships   X X
Umanu 93,190 1 ship   X  
Umanu 95,143 6 ships     X
Umanu 96,141 - System 1 group of 4 ships   X X
Umanu 99,137 4 ships   X X
Umanu 101,106 1 ship   X  
Umanu 108,132 6 ships     X
Umanu 112,133 - System 2 groups of 4 ships   X X
Umanu 113,112 4 ships   X X
Umanu 116,152 6 ships     X
Umanu 117,153 - System 3 group of 6 ships     X
Umanu 117,153 - Planet 2 12 ships     X
Umanu 117,153 - Planet 4 12 ships     X
Umanu 119,126 6 ships     X
Umanu 120,199 1 ship   X  
Umanu 125,172 4 ships   X X
Umanu 130,99 1 ship   X  
Umanu 132,150 6 ships     X
Umanu 139,131 6 ships     X
Umanu 139,135 - System 4 groups of 1,4,6,6 ships   X X
Umanu 139,135 - Planet 4 1 group of 6 ships     X
Umanu 142,137 6 ships     X
Umanu 143,160 4 ships   X X
Umanu 147,108 4 ships   X X
Umanu 153,144 4 ships   X X
Umanu 153,185 1 ship   X  
Umanu 167,167 1 ship   X  
Umanu 169,86 1 ship   X  
Umanu 175,125 1 ship   X  
Umanu 180,139 1 ship   X  
Umanu 186,106 1 ship   X  
Derelict Ship 198,154 - Planet 1 1 ship     X
Gorzek 28,79 - Planet 4 Special      
Guardian (present) 131,219 - Planet 2 1 ship     X
Guardian (past) 131,219 - Planet 2 Special      
UHL (present) 117,153 - Planet 2 Special      
UHL (past) 126,139 - Planet 2 Special      

Vittorio has the following contribution to add for the Amiga and Atari versions of the game:

These versions introduced an engine class rating, and by modifying any of these values to 0 the alien ship will become immobile.

Ship Type Engine Class Max Speed
Dweenle Transport 1 02
Spemin Scout 1 04
Spemin Warship 2 06
G'nunk Scout 6 30
G'nunk Warship 4 20
Tandelou Transport 2 06
Tandelou Scout 3 14
Tandelou Warship 2 10
Humna Humna Transport 1 04
Humna Humna Scout 8 36
Ng-Kher-Arla Scout 2 06
Ng-Kher-Arla Warship 2 08
Uhlek Scout 4 20
Uhlek Warship 3 12
Umanu Scout 2 10
Umanu Warship 2 08
Interstel Police 3 12

Player Ships Accelerations (Aka. Maximum Speed )

Class 1 = 5 G
Class 2 = 10 G
Class 3 = 15 G
Class 4 = 20 G
Class 5 = 25 G

The Engine class changes every 5 points of acceleration, (ex. 1 to 5 = Class 5), so an alien vessel with speed of 14 (Tandelou Scout) has an engine class of 3. Speed from 6 to 10 = Class 2, 11 to 15 class 3, and so on.

Vittoriio also compiled the total fleet sizes for each alien race:

Ship Type Transport Scout Warship Total
Tandelou Eshvey 7 34 33 74
Tandelou Eshvara 8 34 32 74
Humna Humna 70 91 0 161
Ng-Kher-Arla 0 35 55 90
G'Nunk 0 45 80 125
Umanu 0 47 124 171
Dweenle 76 0 0 76
Gorzek Satellite 0 0 1 1
Guardian Satellite 0 0 1 1
Guardian Sat.Past 0 0 1 1
Lowar 0 0 1 1
Spemin 0 64 52 116
Uhlek (past) 0 120 120 240
Interstel Police 0 10 0 10
Game Design Ideas > SF1 Universe > Starmaps (corrected) > Artifacts > Locations > Beat Game Steps > Miscellaneous > Trade Routes > Continuum Fluxes > Colonizable Planets > Ships/Combat Analysis > Lifeforms > Alien Comms > Screenshots