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[edit] Overview
This Scav Ship is another Federation/Rebel hybrid. This ship is often used to hit unsuspecting freighters, and light transports.
The pride and joy of your early fleets. This hyperjump capable ship is cheap to build and has enough fuel capacity tied to a reasonable cargo and guest load to make it an effective colonization ship. The Rogue will probably be the mainstay of any early Scavenger fleet. When used in numbers they can take on almost any early threat that they can detect.
It's also a good ship against a Crystal enemy. Not much Crystal players will think that a Scavenger enemy is going to use HYP attacks. Cristal players use to do not mount shields or weapons in many minelayer ships so this one can do good damage and will force him to waste ORD into gravitonic mines.
[edit] Special
- It is subject to the special rules applying to ships of the Scavenger Tribes.
[edit] Ship Devices
[edit] Useful Configurations
All together for just 601mc, 41 Dur, 91 Tri, 17 Moly, this configuration lets you jump 400ly/turn.
Swap the
Pulsed Lasers with something else if you use Exotic Tech
If you want to spend a bit more, and have decent Exotic Tech (especially
Battle Computer Mark 1, 2, 3 is recommended), for 826mc, 81 Dur, 42Tri, 28Moly, this configuration has improved weaponry and subspace drive.
You better build swarms of these. Some will never come back.
[edit] See also