Half-Flint Class Privateer

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Half-Flint Class Privateer
Half-Flint Class Privateer
 
Prerequisites
Tech Level 5
Cost 100 MC
Duranium 15
Tritanium 30
Molybdenum 20
Personnel
Crew Size 80
Guests 100
Cargo
Max. Cargo 450
Max. Fuel 400
Max. Ord 1,000
Max. Repair 500
Cargo (Extended)
Pod Bays 2
Fighter Bays -
Tractor Beam 300
Ship Parts
Large Weapons 1 (40kt)
Small Weapons 4
Super Weapon -
Point Defense 4
Generators 3
Armor Limit 100
Shield Limit 500
Warp Movement
Engines 2 (120LY)
Warp Drag Factor 50
Hyperjump
Class -
Range -
Scanning
Scan Range 180
Warp Signature 50
Cloak (Fuel) YES (2)
Dry Dock
Size -
Space Combat
Attack Bonus 40
Evasive Bonus 40
Power Bank 180
Damage Modifiers
Hull Mass 65
Parts 100
Control System 100
Engines 100
Hyper Drive 100
Live Support 90
Soft Spot 4

[edit] Overview

This Scav ship resembles the Flint Class Merchantman hull with two pod bays but a bit more firepower. It also has the ability to fully cloak. Plunder helpless freighters but avoid real combat with this ship. Of real use will this ship only be with the Cargo Grappler device upgrade. It then turns into a powerful terror weapon as you can steal from you next best enemy while fully clocked. You can cripple the grow of you enemy when you take away his food and hinder him from building new ships by positioning Half-Flints along his resupply lines and bring new metals.

[edit] Special

[edit] Ship Devices

[edit] Useful Configurations

The Privateer lurks in the darkness, so it doesn't need to much weaponry. Maybe some spare parts like a Heavy Laser, Holo Decoys and some small weapons from your starting stock may be enough to prove your point if someone detects and attacks you.

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


[edit] See also

  • [1] Offical ship stats
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