Aries Class Metal Ship

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Aries Class Metal Ship
 
Prerequisites
Tech Level 5
Cost 6,000 MC
Duranium 100
Tritanium 250
Molybdenum 0
Personnel
Crew Size 3,500
Guests 1,000,000
Cargo
Max. Cargo 100,000
Max. Fuel 8,500
Max. Ord 15,000
Max. Repair 4,500
Cargo (Extended)
Pod Bays 4
Fighter Bays 1 * 100
Tractor Beam 2,500
Ship Parts
Large Weapons 6 (2000kt)
Small Weapons 16
Super Weapon -
Point Defense 6
Generators 5
Armor Limit 1,900
Shield Limit 1,500
Dry Dock
Size 10,000
Space Combat
Attack Bonus 10
Evasive Bonus 0
Power Bank 2,500
Combat Speed 90
Hyperjump
Class -
Range -
Warp Movement
Warp Speed 90LY
Engines 4
Warp Drag Factor 120
Damage Modifiers
Hull Mass 350
Parts 60
Control System 90
Engines 90
Hyper Drive 100
Life Support 105
Soft Spot 0
Scanning
Scan Range 290
Warp Signature 170
Cloak (Fuel) -
 

[edit] Overview

Looking to replace those pesky mineral mines? Find smelters too polluting? Got some extra supplies but just not enough metal? Worried about running out of ordnance or repair units deep in enemy space? If you answered yes to any of those questions the Aries is for you!

  • Able to drill 1,000kt of metal ore and 2,000kt of neutronium ore from the planets core (yielding only 500kt of metal and 1,000 kt of fuel) from orbit each turn the Aries goes some way towards eliminating the need for Mineral Mines and if you happen to have ore laying around waiting to be processed just bring in the Aries and switch on the processing device. All that ore will be turned into metal quicker than you can say, "Whoa, that's plenty!" and you can be sure that with its cargo capacity it can turn more supplies a turn into metal than even a 50mil colonist planet can produce a turn.
  • Careless observers may think that with its devices the Aries offers a 1-stop-shop to mineral mining and fuel processing but alas, it lacks the ability to make fuel from supplies, for that you will need a Cobol Class.
  • Always remember that mining from orbit causes Hyperdimensional Stress in the planet (10 - 60 a turn) and heats it up so be mindful lest you cause important planets to explode!
  • this ship is a must for any invasion, its ability to turn conquered/destroyed bases/planets into repair units and ordinance makes it a great operating post for damaged offensive units. not to mention converted minerals can be used to replace Fleet loses while performing your incursions. if your planning an advance into enemy territorys theres no better support ship than the aries. with its 4 pod bays you can bring along needed assets such as mechs. and as with all CoM ships it can train new troops for more ground assaults. its capable of defending itself with a 100 wing fighter bay and up to 6 Large turbo laser arrays reducing most threats to ash, an escorting Cobol would make this vessel a one stop shopping center for replenishing fleet advances.

[edit] Ship Devices

[edit] Useful Command Codes

  • BDM: Beam down metals and money (log entry will not show amount of money sent to base).

[edit] Useful Configurations

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


[edit] See also

  • [1] Official Ship Stats
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