Aurora Class Flagship
From PlanetsWiki
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[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
- Mine Sweeper Array
- Target Enhancer
- Plasma Stream Enhancer
- Superweapon Jammer
- Organic Armor
- Bio Computer
[edit] Special
- Exotic Hull: whomever owns this ship at the end of turn will have to pay an upkeep of 3,000GC per turn. (Otherwise it gets damage)
- You need an Arerran Capital, Nawole Garden or Xelovi Hive in the base to build this ship.
- It is subject to the special rules applying to ships of the Reunited Colaition of Systems.
[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
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[1] Offical statsThe info on the official page is outdated!
