Red Wind Class Carrier

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Red Wind Class Carrier
Red Wind Class Carrier
 
Prerequisites
Tech Level 7
Cost 470 MC
Duranium 10
Tritanium 50
Molybdenum 10
Personnel
Crew Size 40
Guests 100
Cargo
Max. Cargo 500
Max. Fuel 400
Max. Ord 1,000
Max. Repair 500
Cargo (Extended)
Pod Bays 1
Fighter Bays 2 * 200
Tractor Beam -
Ship Parts
Large Weapons 2 (50kt)
Small Weapons 4
Super Weapon -
Point Defense 8
Generators 2
Armor Limit 150
Shield Limit 400
Warp Movement
Engines 2 (105LY)
Warp Drag Factor 75
Hyperjump
Class -
Range -
Scanning
Scan Range 60
Warp Signature 43
Cloak (Fuel) YES (2)
Dry Dock
Size -
Space Combat
Attack Bonus 10
Evasive Bonus 20
Power Bank 400
Damage Modifiers
Hull Mass 70
Parts 110
Control System 120
Engines 110
Hyper Drive 100
Live Support 110
Soft Spot 2

[edit] Overview

  • As Birdman this ship may be good for moving wings to attack enemy shipyards when ground assault isn't an option and you don't have Darkwings yet.
  • You might want a few of these with fighter wings mixed into your fleet, but generally speaking this isn't necessary.

[edit] Ship Devices

[edit] Useful Configurations

Large Weapons Small Weapons Point Defense Engines Hyper Drive Generators Shield Armor
-


[edit] Morgath's Bird guide From May 2005

Red Wind is your fighter carrier. If you use any fighters have a Red Wind to bring them to battle front. Darkwing is too expensive to be used as a carrier for a 400 fighters. Red Wind does not need any weapons, shields or armour. Just set it not to attack and keep it cloacked. If you use it in battle you better have other Red Wind nearby to collect the surviving fighters.

[edit] See also

  • [1] Offical ship stats
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