Pathfinder Class Transport

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Pathfinder Class Transport
Pathfinder Class Transport
 
Prerequisites
Tech Level 3
Cost 150 MC
Duranium 80
Tritanium 15
Molybdenum 5
Personnel
Crew Size 120
Guests 200
Cargo
Max. Cargo 1,200
Max. Fuel 500
Max. Ord 100
Max. Repair 1,000
Cargo (Extended)
Pod Bays 4
Fighter Bays -
Tractor Beam 100
Ship Parts
Large Weapons -
Small Weapons 3
Super Weapon -
Point Defense 3
Generators 1
Armor Limit 350
Shield Limit 400
Warp Movement
Engines 2 (105LY)
Warp Drag Factor 100
Hyperjump
Class -
Range -
Scanning
Scan Range 150
Warp Signature 100
Cloak (Fuel) -
Dry Dock
Size -
Space Combat
Attack Bonus 0
Evasive Bonus 0
Power Bank 100
Damage Modifiers
Hull Mass 100
Parts 100
Control System 100
Engines 100
Hyper Drive 100
Live Support 100
Soft Spot 1

[edit] Overview

  • The University Alliance's ships aren't very fast and they have no hyperjumpers in their fleet. So the Pathfinder is a way for them to accelerate their travels a lot using its Jumpgate Builder.
  • As the UA have two of them in their starting fleet, using the Bioscanner they will see all natives in (and out of) their range from the beginning of the game.
  • As the capacity of the Pathfinder is not the biggest, it's often better to use an Incident than a Pathfinder, as the Incident is much more versatile.

[edit] Ship Devices

[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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