Arbitrator Class Strikeship

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Arbitrator Class Strikeship
Arbitrator Class Strikeship
 
Prerequisites
Tech Level 4
Cost 650 MC
Duranium 55
Tritanium 40
Molybdenum 40
Personnel
Crew Size 745
Guests 100
Cargo
Max. Cargo 15
Max. Fuel 320
Max. Ord 500
Max. Repair 300
Cargo (Extended)
Pod Bays -
Fighter Bays -
Tractor Beam -
Ship Parts
Large Weapons 6 (60kt)
Small Weapons 5
Super Weapon -
Point Defense 4
Generators 2
Armor Limit 225
Shield Limit 350
Warp Movement
Engines 2 (50LY)
Warp Drag Factor 85
Hyperjump
Class 2
Range 360
Scanning
Scan Range 360
Warp Signature 75
Cloak (Fuel) -
Dry Dock
Size -
Space Combat
Attack Bonus 160
Evasive Bonus 50
Power Bank 1,500
Damage Modifiers
Hull Mass 135
Parts 80
Control System 85
Engines 90
Hyper Drive 125
Live Support 100
Soft Spot 0

[edit] Overview

The Arbitrator Class Strikeship (or short "Arbi") is a staple of most any UEA fleet due to its hyperjumping capabilites and great attack/evasive bonuses. It is a relatively cheap hull and while it has low shields and armor they can be a great weapon to disable ships to capture them when combined with ships that have an Incarceration Beam. During the early game they are also very effective at 'claiming' native worlds by setting up small bases quicker than any other ships you can get there.
A major problem of the Arbitrator is its rather small ord load that prevents a full load of Photon Torpedo Tubes which would be perfect when looking at the attack bonus. Also the Arbitrator has a low Hull Mass which makes it vulnerable vs. minefields and large wings.

[edit] Ship Devices

  • <none>

[edit] Useful Configurations

Large Weapons Small Weapons Point Defense Engines Hyper Drive Generators Shield Armor
-


[edit] See also

  • [1] Offical ship stats
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