Incident Class Utility Cruiser

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Incident Class Utility Cruiser
Incident Class Utility Cruiser
 
Prerequisites
Tech Level 5
Cost 500 MC
Duranium 50
Tritanium 50
Molybdenum 150
Personnel
Crew Size 468
Guests 5,000
Cargo
Max. Cargo 850
Max. Fuel 900
Max. Ord 3,000
Max. Repair 1,000
Cargo (Extended)
Pod Bays 6
Fighter Bays 1 * 40
Tractor Beam 2,500
Ship Parts
Large Weapons 1 (50kt)
Small Weapons 5
Super Weapon -
Point Defense 7
Generators 2
Armor Limit 175
Shield Limit 900
Warp Movement
Engines 2 (105LY)
Warp Drag Factor 85
Hyperjump
Class -
Range -
Scanning
Scan Range 300
Warp Signature 110
Cloak (Fuel) -
Dry Dock
Size -
Space Combat
Attack Bonus 0
Evasive Bonus 20
Power Bank 300
Damage Modifiers
Hull Mass 250
Parts 80
Control System 110
Engines 100
Hyper Drive 100
Life Support 80
Soft Spot 0

[edit] Overview

The Incident is the workhorse of the UA fleet and has to fulfill mainly 3 roles.

  • With its Agrodome you can ensure that you have enough food.
  • It can also be used to strip mine planets using the Laser Mining Drill.
  • It is your only Minelayer, laying gravitonic and barbitc mines, to defend you against attacks.
  • The Bioscanner will show you detailled data on all planets in a range of 700 LYs that have at least (?) natives on them.
  • The Incident can theoretically operate completely independent from other ships/bases as it can create neutronium and ord on its own. It's one of the ships holding the most devices, so take care of it, as your enemy is likely to want it, too.

[edit] Ship Devices

[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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