Orville Class Scout

From PlanetsWiki

Jump to: navigation, search


Orville Class Scout
 
Prerequisites
Tech Level 1
Cost 45 MC
Duranium 20
Tritanium 35
Molybdenum 5
Personnel
Crew Size 120
Guests 80
Cargo
Max. Cargo 20
Max. Fuel 200
Max. Ord 200
Max. Repair 100
Cargo (Extended)
Pod Bays -
Fighter Bays -
Tractor Beam -
Ship Parts
Large Weapons -
Small Weapons 3
Super Weapon -
Point Defense 1
Generators -
Armor Limit 50
Shield Limit 210
Dry Dock
Size -
Space Combat
Attack Bonus 0
Evasive Bonus 50
Power Bank 100
Combat Speed 190
Hyperjump
Class -
Range -
Warp Movement
Warp Speed 190LY
Engines 1
Warp Drag Factor 100
Damage Modifiers
Hull Mass 60
Parts 100
Control System 100
Engines 120
Hyper Drive 0
Life Support 100
Soft Spot 10
Scanning
Scan Range 350
Warp Signature 40
Cloak (Fuel) -
 

[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

Personal tools