To import this deck into the Dvorak MUSH Engine, just cut and paste the quoted commands below straight into your telnet window. (Any card whose type is neither "Thing" nor "Action" will default to "Thing"; if it was somehow meant to be played like an Action, just destroy it after playing it.)
(You can also get an output formatted for the Dvorax Engine.)
cleardeck loadcard Sloop Class (2R)/T/<table align=center> <tr><td>Hull 1</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon d6</td></tr> <tr><td>Engine 2</td> <td>Capacity 0</td></tr> </table> <div align=center>Slots 2</div> Short range: Sloop Class ships cannot end there turn in a sector not containing a planet or another ship with a Carrier Bay. Deploys three identical ships. loadcard Frigate Class (2RR)/T/<table align=center> <tr><td>Hull 3</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon d6</td></tr> <tr><td>Engine 1</td> <td>Capacity 6</td></tr> </table> <div align=center>Slots 4</div> loadcard Dreadnought (3RR)/T/<table align=center> <tr><td>Hull 5</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon d6 x2</td></tr> <tr><td>Engine 1</td> <td>Capacity 9</td></tr> </table> <div align=center>Slots 4</div> loadcard Carrier Class (3B)/T/<table align=center> <tr><td>Hull 4</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon d6</td></tr> <tr><td>Engine 1</td> <td>Capacity 9</td></tr> </table> <div align=center>Slots 4</div> Shortrange ships may end their movement in the same sector as the Carrier. loadcard Corvette Class (2B)/T/<table align=center> <tr><td>Hull 2</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon d6</td></tr> <tr><td>Engine 2</td> <td>Capacity 3</td></tr> </table> <div align=center>Slots 4</div> loadcard Mothership Class (3BB)/T/<table align=center> <tr><td>Hull 4</td> <td>Aiming 5+</td></tr> <tr><td>Shield 2</td> <td>Weapon d6</td></tr> <tr><td>Engine 1</td> <td>Capacity 9</td></tr> </table> <div align=center>Slots 4</div> Shortrange ships may end their movement in the same sector as the Mothership. Structures may be built inside of the Mothership. loadcard Probe Class (1Y)/T/<table align=center> <tr><td>Hull 1</td> <td>Aiming 5+</td></tr> <tr><td>Shield 0</td> <td>Weapon -</td></tr> <tr><td>Engine 3</td> <td>Capacity 0</td></tr> </table> <div align=center>Slots 1</div> loadcard Frigate Class (2YY)/T/<table align=center> <tr><td>Hull 3</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon d6</td></tr> <tr><td>Engine 1</td> <td>Capacity 6</td></tr> </table> <div align=center>Slots 4</div> loadcard Genesis Class (2YYY)/T/<table align=center> <tr><td>Hull 4</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon -</td></tr> <tr><td>Engine 1</td> <td>Capacity 0</td></tr> </table> <div align=center>Slots 2</div> Instead of moving this ship may destroy itself and any other ships or planet in the current sector. The player may place a planet of any color in that sector. loadcard Harvester Class (1GG)/T/<table align=center> <tr><td>Hull 3</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon d6</td></tr> <tr><td>Engine 1</td> <td>Capacity 3</td></tr> </table> <div align=center>Slots 3</div> May generate 1 random spice at the beginning of your turn if the Harvester is orbiting asteroid. loadcard Corvette Class (2G)/T/<table align=center> <tr><td>Hull 2</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon d6</td></tr> <tr><td>Engine 2</td> <td>Capacity 3</td></tr> </table> <div align=center>Slots 4</div> loadcard Planet Cracker Class (2GGG)/T/<table align=center> <tr><td>Hull 4</td> <td>Aiming 5+</td></tr> <tr><td>Shield 1</td> <td>Weapon -</td></tr> <tr><td>Engine 1</td> <td>Capacity 6</td></tr> </table> <div align=center>Slots 3</div> If the Planet Cracker begins your turn orbiting a planet you may place 1 counter on that planet. If that planet has 4 or more counters then that planet is destroyed. You gain 2d6 spice of that planet's color. loadcard Commander (RR)/T/When the Commander engages in combat with infantry he rolls a d8 to attack. loadcard Medical Officer (RR)/T/When a 1 is rolled in combat with infantry the Medic prevents one loss. loadcard Barracks (1RR)/T/Produces 1 extra infantry on the Barrack's planet each turn. loadcard Fortress (1RR)/T/Owner's units defend using d8s on the Fortress' planet. loadcard Reinforced Hull (R)/T/This ship gains +1 Hull. loadcard Armored Hull (1R)/T/This ship gains +2 Hull. loadcard Laser Cannon (R)/T/This ship gains a Weapon rating of d8. loadcard Plasma Cannon (1R)/T/This ship gains a Weapon rating of d10. loadcard Tracking System (R)/T/This ship gains an Aiming bonus of -1. loadcard Homing System (1R)/T/This ship gains an Aiming bonus of -2. loadcard Hyperdrive (RR)/T/This ship gains an Engine bonus of +1. loadcard Proton Torpedoes (RR)/T/This ship may attack from 1 sector away. loadcard Carrier Bay (RR)/T/Shortrange ships may end their turn in this ship's sector. loadcard Dual Weapons System (RRR)/T/This ship may make two attacks against a single target each turn. loadcard Admiral (BB)/T/Allows the player to add 1 to any one defense roll of the Admiral's ship each turn. loadcard Chief Engineer (BB)/T/Allows the player to restore 1 Hull to the ship at the beginning of each turn. loadcard Construction Bay (1BB)/T/Allows the player to work on constructing two ships at once. loadcard Warp Gate (1BB)/T/Allows the player to move infantry from one Warp Gate to another. If this is the first Warp Gate to be played the player may place two. loadcard Tracking System (B)/T/This ship gains an Aiming bonus of -1. loadcard Homing System (1B)/T/This ship gains an Aiming bonus of -2. loadcard Energy Shield (B)/T/This ship gains +1 Shield. loadcard Ion Shield (1B)/T/This ship gains +2 Shield. loadcard More Room (B)/T/This ship gains +3 Capacity. loadcard Even More Room (1B)/T/This ship gains +6 Capacity. loadcard Warpdrive (BB)/T/Instead of moving normally this ship may move any number of sectors in one direction. This ship may not move through planets or into unexplored sectors in this manner. loadcard Radar Scanner (BB)/T/This ship and allies within the sector may attack enemy ships with Cloaking. loadcard Carrier Bay (BB)/T/Shortrange ships may end their turn in this ship's sector. loadcard Ion Cannon (BBB)/T/If this ship hits an enemy ship that enemy may not move during their next turn. loadcard Diplomat (GG)/T/A ship with a diplomat on board may not attack or be attacked. loadcard Trader (GG)/T/Allows the player to gain 1 Spice of the color of a planet the Trader's ship orbits once per turn. loadcard Spice Refinery (1GG)/T/Generates 1 additional spice of the planet's color each turn. loadcard Embassy (1GG)/T/Ships orbiting the Embassy's planet may not attack or be attacked. loadcard Reinforced Hull (G)/T/This ship gains +1 Hull. loadcard Armored Hull (1G)/T/This ship gains +2 Hull. loadcard More Room (G)/T/This ship gains +3 Capacity. loadcard Even More Room (1G)/T/This ship gains +6 Capacity. loadcard Tractor Beam (GG)/T/Instead of moving this ship may pull an enemy ship within 2 sectors into this ship's sector. loadcard Explosive Reactor (GG)/T/Instead of attacking this ship may destroy itself to destroy all enemy ships within it's current sector. loadcard Gravity Drive (GG)/T/Instead of moving this ship may move to a sector mirrored across either the horizontal or vertical axis of the game grid. loadcard Salvage Droids (GGG)/T/If this ship is in a sector when another ship is destroyed the player may take one upgrade of his choice from the destroyed ship and place that upgrade into his hand. loadcard Cloaking Device (GG)/T/This ship cannot be attacked if it did not attack during your last turn. loadcard Scavenger Droids (GGG)/T/If this ship is in a sector when another ship is destroyed you gain 1 spice of the color of the destroyed ship's Class. loadcard Scientist (YY)/T/Allows the player to draw an additional card each turn. loadcard Explorer (YY)/T/Allows the player peek at one unexplored sector and return that sector to play face down each turn. loadcard Library (1YY)/T/Allows the player to hold an additional card in their hand. loadcard Terra Cannon (1YY)/T/May fire at a ship orbiting the planet for 1d8 once per turn. loadcard Energy Shield (Y)/T/This ship gains +1 Shield. loadcard Ion Shield (1Y)/T/This ship gains +2 Shield. loadcard Laser Cannon (Y)/T/This ship gains a Weapon rating of d8. loadcard Plasma Cannon (1Y)/T/This ship gains a Weapon rating of d10. loadcard Cloaking Device (YY)/T/This ship cannot be attacked if it did not attack during your last turn. loadcard Cloaking Field (2Y)/T/This ship and all allied ships within this sector cannot be attacked if it did not attack during your last turn. loadcard Infinite Improbability Drive (YY)/T/Instead of moving this ship may roll 2d10 to determine the coordinates to move to, the first die for the X and second for the Y. loadcard Radar Scanner (YY)/T/This ship and allies within the sector may attack enemy ships with Cloaking. loadcard Engineer Droids (YYY)/T/Instead of attacking ship may restore 1 Hull to itself or any allied ships in the current sector. loadcard Teleporter Bay (YY)/T/This ship may move infantry to or from itself to any planet or allied ship even if an enemy ship is in the sector. loadcard Stealthed Troops (1R)/T/Play when attacking or being attacked with infantry. You may deploy 5 additional infantry into the planet or ship where the battle is taking place. loadcard Bigger Guns (RR)/T/Play before your first attack on a turn. Any 1s you roll while attacking may be rerolled. loadcard Resistance is Futile (1RR)/T/Play before your first attack on a turn. For each infantry you kill this turn you may deploy one infantry anywhere on the board at the end of your turn. loadcard Planetary Bombardment (2B)/T/Play before your first attack on a turn. You may destroy up to half (rounded down) of the infantry on any one planet you have a ship orbiting. loadcard Accelerate (1BB)/T/Play after your move phase. You may take an additional move phase. loadcard Galactic Scan (BB)/T/Play before your first attack. All cloaked ships may be attacked this turn. loadcard Stealth Planet (2Y)/T/Play when an opponent attempts to invade a planet you occupy. That planet is stealth and cannot be invaded this turn unless an orbiting opponent ship has a Radar Scanner. loadcard Disruption Pulse (YY)/T/Play at the beginning of an opponent's move phase. That opponent may not move any ships this turn. loadcard Research (Y)/T/Play on your turn. Draw 4 cards then discard 2 cards. loadcard Cease Fire (1G)/T/Play when an opponent attacks a planet or ship you control. You may not be attacked this turn. loadcard Espionage (1G)/T/Play on your turn. You may look at one opponent's hand and any ships he is constructing. loadcard Drill Deep (GGG)/T/Play at the beginning of your turn. You gain double spice this turn. @emit [name(%#)] pastes the Custom starship into the Dvorak Engine.