Saruman Class Alchemy Ship

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Saruman Class Alchemy Ship
Saruman Class Alchemy Ship
 
Prerequisites
Tech Level 7
Cost 1,840 MC
Duranium 300
Tritanium 30
Molybdenum 590
Personnel
Crew Size 325
Guests 400
Cargo
Max. Cargo 2,700
Max. Fuel 1,750
Max. Ord 500
Max. Repair 600
Cargo (Extended)
Pod Bays 1
Fighter Bays 1 * 200
Tractor Beam 1,000
Ship Parts
Large Weapons 4 (60kt)
Small Weapons 2
Super Weapon -
Point Defense 10
Generators 5
Armor Limit 600
Shield Limit 900
Warp Movement
Engines 10 (20LY)
Warp Drag Factor 130
Hyperjump
Class 3
Range 750
Scanning
Scan Range 140
Warp Signature 130
Cloak (Fuel) -
Dry Dock
Size -
Space Combat
Attack Bonus 0
Evasive Bonus 0
Power Bank 2,000
Damage Modifiers
Hull Mass 920
Parts 100
Control System 100
Engines 100
Hyper Drive 100
Life Support 100
Soft Spot 1

[edit] Overview

The Saruman Class Alchemy Ship is the hyperjump-counterpart of the Merlin Class Alchemy Ship (Tech 10) that many of the standard races have.

  • By the end of a lengthy game, you will will have exhausted the metals of many of your planets. The Alchemy ship can turn supplies into metals as well as instantly process ore in your base.
  • Do not spend too much money equipping it with weapons and engines; this is not a combat ship.

[edit] Special

  • It is subject to the special rules applying to ships of the Rebels .

[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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