Orville Class Scout

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Orville Class Scout
Orville Class Scout
 
Prerequisites
Tech Level 1
Cost 50 MC
Duranium 20
Tritanium 40
Molybdenum 5
Personnel
Crew Size 120
Guests 80
Cargo
Max. Cargo 40
Max. Fuel 200
Max. Ord 200
Max. Repair 200
Cargo (Extended)
Pod Bays -
Fighter Bays -
Tractor Beam 40
Ship Parts
Large Weapons -
Small Weapons 4
Super Weapon -
Point Defense 2
Generators -
Armor Limit 50
Shield Limit 400
Warp Movement
Engines 1 (100LY)
Warp Drag Factor 55
Hyperjump
Class -
Range -
Scanning
Scan Range 300
Warp Signature 40
Cloak (Fuel) -
Dry Dock
Size -
Space Combat
Attack Bonus 50
Evasive Bonus 30
Power Bank 100
Damage Modifiers
Hull Mass 65
Parts 100
Control System 100
Engines 100
Hyper Drive 100
Life Support 100
Soft Spot 5

[edit] Overview

Armored Scout with good scan range (300) , build some early in the game to search for enemy HW. These are your ears and eyes. Send them out quickly! If you don't have them the hyperjumpers will strike you like thunderbolts.

The ship is also capable of capturing transports if you fill the 80 guest with troops. As all Draconian designs it has a weakness with soft spots (5) so avoid real combat if possible.

[edit] Ship Devices

  • <none>

[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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