Little Joe Class Escort

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Little Joe Escort
Little Joe Escort
 
Prerequisites
Tech Level 3
Cost 940 MC
Duranium 40
Tritanium 30
Molybdenum 0
Personnel
Crew Size 250
Guests 100
Cargo
Max. Cargo 100
Max. Fuel 400
Max. Ord 1,500
Max. Repair 400
Cargo (Extended)
Pod Bays -
Fighter Bays -
Tractor Beam -
Ship Parts
Large Weapons -
Small Weapons 10
Super Weapon -
Point Defense 6
Generators 1
Armor Limit 550
Shield Limit 210
Warp Movement
Engines 1 (90LY)
Warp Drag Factor 50
Hyperjump
Class -
Range -
Scanning
Scan Range 140
Warp Signature 70
Cloak (Fuel) -
Dry Dock
Size -
Space Combat
Attack Bonus 35
Evasive Bonus 20
Power Bank 800
Damage Modifiers
Hull Mass 70
Parts 220
Control System 110
Engines 110
Hyper Drive 100
Life Support 10
Soft Spot 1

[edit] Overview

Little Joe. What can you say? He's a little piece of junk. Lacking any real cargo space, POD bays, passenger holds or weapons Little Joe comes in as a bonified waste of 540 credits (not to mention 70 metal). Load up the starting ship with colonists and send him away never to be seen again. Don't forget to send a thank you note to the race that blows him up and gets him off your list of ships to manage.

(Of course instead you can simply recycle your starting Little Joe and use its engine for a more useful ship like a Taurus Class Scout. Consider doing the same with your Cygnus and its two engines.)

Second look by Morningstar, the Little Joe does indeed have a purpose though very limited. It makes a good anti-fighter escort for the Taurus scout in Gun Zero infested space as both of these ships fall under the 100 min mass limit that Gun Zero can hit and has a lot of PD for its size.

[edit] Ship Devices

  • <none>

[edit] Useful Configurations

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


[edit] See also

  • [1] Official Ship Stats
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