Falcon Class

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Falcon Class
Falcon Class
 
Prerequisites
Tech Level 3
Cost 1,300 MC
Duranium 20
Tritanium 20
Molybdenum 0
Personnel
Crew Size 10
Guests 70
Cargo
Max. Cargo 2,000
Max. Fuel 1,900
Max. Ord 2,000
Max. Repair 800
Cargo (Extended)
Pod Bays 2
Fighter Bays -
Tractor Beam 220
Ship Parts
Large Weapons -
Small Weapons 4
Super Weapon -
Point Defense 4
Generators 1
Armor Limit 990
Shield Limit 900
Warp Movement
Engines 1 (90LY)
Warp Drag Factor 50
Hyperjump
Class 1
Range 900
Scanning
Scan Range 140
Warp Signature 60
Cloak (Fuel) -
Dry Dock
Size -
Space Combat
Attack Bonus 40
Evasive Bonus 40
Power Bank 800
Damage Modifiers
Hull Mass 40
Parts 60
Control System 230
Engines 90
Hyper Drive 400
Life Support 125
Soft Spot 1

[edit] Overview

The Falcon Class is a very important ship to the Rebels.

  • It is a Fast Hyperjumper that can jump up to 900ly and travel up to 90ly at warp speed.
  • Together with its cargo hold of 2,000kt and its 2 Pod Bays, this makes it a top candidate for transport missions of all kinds.
  • Combined with the Rebels ability to see conclaves of Natives, the Native Dust Off ship device allows this ship to collect all kind of natives (most importantly, Amorphous Worms) long before other races even know of their existence.

[edit] Ship Devices

[edit] Special

  • Fast Hyperjumper: The Falcon class is one of two ships that are fast Hyperjumpers (the other one is the Meteor Class Blockade Runner of the Privateers).
    That means it jumps before all movement and can travel at warp speed for the rest of the turn.
  • It is subject to the special rules applying to ships of the Rebels.

[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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