London Class Cruiser

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London Class Cruiser
 
Prerequisites
Tech Level 6
Cost 600 MC
Duranium 120
Tritanium 80
Molybdenum 45
Personnel
Crew Size 1,300
Guests 2,000
Cargo
Max. Cargo 3,000
Max. Fuel 500
Max. Ord 6,000
Max. Repair 750
Cargo (Extended)
Pod Bays 1
Fighter Bays -
Tractor Beam 3,600
Ship Parts
Large Weapons 6 (150kt)
Small Weapons 10
Super Weapon -
Point Defense 5
Generators 4
Armor Limit 550
Shield Limit 900
Dry Dock
Size -
Space Combat
Attack Bonus 40
Evasive Bonus 50
Power Bank 600
Combat Speed 90
Hyperjump
Class -
Range -
Warp Movement
Warp Speed 90LY
Engines 1
Warp Drag Factor 100
Damage Modifiers
Hull Mass 245
Parts 40
Control System 20
Engines 15
Hyper Drive 20
Life Support 20
Soft Spot 1
Scanning
Scan Range 120
Warp Signature 75
Cloak (Fuel) -
 

[edit] Overview

This is a surprisingly effective IMT warship. The Ballistic Battle Computer means that it has a 100% accuracy bonus using the (low tech) 500mm Gun and Anti-Matter Gun Large Weapons and it only needs one engine, so it makes for an extremely inexpensive and effective 'cruiser swarm' ship. The Anti-Matter Gun is particularly interesting as it has a high kill rating - it's normally too inaccurate to be reliable, but when mounted on a London it makes capturing enemy ships much more likely. These two large weapons also get a big blast bonus when firing at enemy bases.

The London also has a Gravity Well Generator, so it's a vital part of the IMT armory vs. hyperjumping races. The IMT fighters all have a range of at least 50ly (and a fuel tank of at least 100), so accompanying a London with a Metropolis Class Carrier and some fighters set to auto-intercept at 50ly (or just a wing of some longer range Bismuth Zepplins) is very effective vs. hyperjumpers.

The Siren Haarp is not as effective as the one on the Lady Royale belonging to The Privateer Bands (because the London has a much smaller crew capacity, you can steal a max of 260 enemy crew/turn with this ship), but it's still a useful device, particularly against fully cloaking ships. A small swarm of Londons can depopulate the crew of most cloakers in a single turn. It's worth keeping an eye on the logs of Londons (and leave some space in the crew quarters) - even if only a few crew are stolen it will still indicate where the enemy cloaker is (within 20ly at the end of movement) and therefore where to send the Tachyon Emitter equipped Veeps Gigs (and/or a few more swarms of Londons) the following turn.

The Reticulian Med Lab is also very useful, particularly early on. Free roaming natives can be instantly ground up for food, and also yield some supplies, mc and med units. The Sloane 24x24 Ranger is however much more efficient at converting natives to food (about 5 times the yield, although it doesn't produce anything else).

[edit] Special

  • It is subject to the special rules applying to ships of the Interstellar Master Traders.

[edit] Ship Devices

[edit] Useful Configurations

[edit] Ship o' the Line

Large Weapons Small Weapons Point Defense Engines Hyper Drive Generators Shield Armor
2 Sand Caster
4 Anti-Matter Gun
10 Pulsed Laser 1 Holo Decoy
4 Auto Blaster
1 Tylium Thruster - - Galafleck DT900 550
3290mc including weapon, engine and armor cost, 1700mc if you make the armor with repairs and get some free weapons and an engine from natives. Keep an eye on ord usage - it might be necessary to swap one of the Sand Casters for something else that's good against shields and uses less ord (a 500mm Gun perhaps?!). Can be towed by a faster Gotham Class Frigate with a more fuel efficient engine if needs be. Turbo Lasers can be swapped in if fighting a fighter race.


[edit] See also

  • [1] Official Stats

[edit] Notes

  • Some of the devices/special rules may not work as described yet.
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