Aurora Class Flagship

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Aurora Class Flagship
Aurora Class Flagship
 
Prerequisites
Tech Level 10
Cost 28,000 MC
Duranium 250
Tritanium 250
Molybdenum 250
Personnel
Crew Size 3,830
Guests 25,000
Cargo
Max. Cargo 8,000
Max. Fuel 6,000
Max. Ord 9,000
Max. Repair 5,000
Cargo (Extended)
Pod Bays 1
Fighter Bays 6 * 75
Tractor Beam -
Ship Parts
Large Weapons 18 (150kt)
Small Weapons 24
Super Weapon Super Laser
Point Defense 10
Generators 5
Armor Limit 3,500
Shield Limit 1,500
Warp Movement
Engines 24 (120LY)
Warp Drag Factor 80
Hyperjump
Class -
Range -
Scanning
Scan Range 180
Warp Signature 115
Cloak (Fuel) -
Dry Dock
Size -
Space Combat
Attack Bonus 35
Evasive Bonus 35
Power Bank 9,500
Damage Modifiers
Hull Mass 750
Parts 40
Control System 60
Engines 40
Hyper Drive 0
Live Support 40
Soft Spot 0

[edit] Overview

Not as cost efficient as the Lotus Class Pursuit Ship, the Aurora can be used to protect your fleet from enemy Super Weapons or to take out a Base Shield.

[edit] Ship Devices

[edit] Special

[edit] Super Weapon

  • Super Laser (A RCS-controlled SL does not destroy planets and only drains 2000 points of enemy shields and 5000 armor per hit)

[edit] Useful Configurations

The Rolly Royce of all ships deserves only the finest stuff. Remember to mount a Super Laser, too.

[edit] Configuration 1

Large Weapons Small Weapons Point Defense Engines Hyper Drive Generators Shield Armor
2 Sand Casters + A Mix of Gatling Phasors and Plasma Bolt Cannons 24 Tachyon Guns 6 Quad Lasers, 2 Intercept, 2 Micro Missile Launcher 24 Transwarp Drives (or Tylium Thrusters if towed.) - depending on equipment GS-LX 1500 organic, starts full
  • The Gatling Phasors can still fire, if the ship runs out of ord.
  • Combat Range: 600 (if any Gatling Phasors are mounted, 760 otherwise)
  • No SC against Robots or EE, use more PBC instead.


[edit] See also

  • [1] Offical statsThe info on the official page is outdated!
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