Class:   Tanker (TN)
Crew:   20
D.W.T.:   2,000,000 Kilotons
    2 Reactors providing 35eu each.
    2 Batteries with a capacity of 90eu each.
    1 suicide bomb equal to 100 antimatter pods.
    (ed: to simulate the destructive power of the cargo, I imagine)
    6 Shield generators each supplying 50eu of protection with 40% absorption.  Power usage is 10eu per shield with a regeneration of 0.90%
Propulsion:   1 Warp drive providing 100eu with an efficiency of 75% per drive.  Maximum warp is 4.0 and cruise is 3.0 with a turn rate ranging from 20˚ to 5˚ at maximum warp.
Analysis:   This ship has little strategic value.  It is slow, lumbering, and turns on a C-note.  The main use for this might be to set up a fleet escort battle where you defend them from commerce raiders.  One thing I have discovered is that whatever the tankers have onboard, it is easy to set off.  A tanker will explode violently if hit by a matter/anti-matter explosion.  A torpedo can easily detonate one of these ships, so if you're an opposing nation and you're trying to capture them, stick to phasers whenever possible.  Also of note, if you set the self destruct charges to scuttle a tanker, the explosion is pretty fierce.  I've commanded tankers to collide with Starbases and Outposts and set off the scuttle charges as close as possible and have seen the resulting explosion actually detonate the structure I was near.  It is incredibly difficult to actually make a Starbase or Outpost explode, but a well placed tanker can definitely do it.