Informant Class Scout

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Informant Class Scout
Informant Class Scout
 
Prerequisites
Tech Level 2
Cost 40 MC
Duranium 15
Tritanium 20
Molybdenum 15
Personnel
Crew Size 50
Guests 120
Cargo
Max. Cargo 50
Max. Fuel 300
Max. Ord 170
Max. Repair 300
Cargo (Extended)
Pod Bays -
Fighter Bays -
Tractor Beam -
Ship Parts
Large Weapons -
Small Weapons 2
Super Weapon -
Point Defense 2
Generators -
Armor Limit 20
Shield Limit 30
Warp Movement
Engines 1 (120LY)
Warp Drag Factor 80
Hyperjump
Class -
Range -
Scanning
Scan Range 350
Warp Signature 60
Cloak (Fuel) -
Dry Dock
Size -
Space Combat
Attack Bonus 0
Evasive Bonus 30
Power Bank 100
Damage Modifiers
Hull Mass 50
Parts 100
Control System 100
Engines 100
Hyper Drive 100
Life Support 100
Soft Spot 10

[edit] Overview

Very important in the early game to scout out natives with it's bioscanner. It might be a good idea to build quite a few with cheap engines and tow them with FTL-5 equipped MDSFs rather than equip the scouts themselves with those engines. Once they are towed out to the fringes of your space just let them sit to scan for natives and enemies. Keeping one or more with your Pax Class Jumpships can be good especially when jumping into unknown space.

[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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