Meteor Class Blockade Runner

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Meteor Class Blockade Runner
Meteor Class Blockade Runner
 
Prerequisites
Tech Level 9
Cost 4,790 MC
Duranium 30
Tritanium 60
Molybdenum 0
Personnel
Crew Size 650
Guests 2,000
Cargo
Max. Cargo 4,000
Max. Fuel 2,000
Max. Ord 3,000
Max. Repair 600
Cargo (Extended)
Pod Bays 6
Fighter Bays -
Tractor Beam 5,000
Ship Parts
Large Weapons 4 (150kt)
Small Weapons 30
Super Weapon -
Point Defense 4
Generators 4
Armor Limit 200
Shield Limit 1,500
Warp Movement
Engines 2 (380LY)
Warp Drag Factor 165
Hyperjump
Class 2
Range 750
Scanning
Scan Range 110
Warp Signature 110
Cloak (Fuel) YES (80)
Dry Dock
Size -
Space Combat
Attack Bonus 90
Evasive Bonus 40
Power Bank 1,000
Damage Modifiers
Hull Mass 90
Parts 150
Control System 90
Engines 160
Hyper Drive 260
Live Support 190
Soft Spot 2

[edit] Overview

This is definitely the most hated ship in your fleet. Never a real tech 9 battleship it is a Fast Hyperspace enabled ship (the only hyperjumping ship in the fleet) with a big mass, good towing and a mean set of gadgets. None of the gadgets is a real killer, the mix defines your chances to keep your enemies weak and unstable.

This is the main ship in the privateer's shipyard. It has various purposes:

  • Recon missions
  • Dust off of natives and contraband
  • Drop minefields
  • Steal cargo, money and hull plans
  • Train troops and HG
  • Tow other privateer ships
  • Drop assault pods

[edit] Special Rules

[edit] Ship Devices

[edit] Useful Configurations

[edit] Dirt Cheap Powder Monkey

Large Weapons Small Weapons Point Defense Engines Hyper Drive Generators Shield Armor
4 500mm Gun 30 Disrupter 4 Flake Cannon 2 I-25 Impulse Microfold 200 4 Servodyne 600 Corber 400 200
Max Speed: 50 (with Gravitonic Accelerator)
Max Hyp Distance: 200; Fuel Consumption: 75
Test done with Diplomat 3.07; Costs are about 6,000mc. Can succeed against 5 Deth Speculas or 2 Star Destroyers. The idea is to survive long enough to capture a ship if you get into a battle - Of course you can go without weapons...being a disgrace for every pirate.


[edit] Jump and scram

Large Weapons Small Weapons Point Defense Engines Hyper Drive Generators Shield Armor
 ?  ?  ?  ?  ? 4 Servodyne 800 Galafleck DT900 200
The main aim of this ship is to jump long distances to quickly jump into medium dangerous areas, grab all you can get and move away next turn. The problem is to survive "auto intercepting".


[edit] See also

  • [1] Offical ship stats
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