Solar Wind Class Freighter

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Solar Wind Class Freighter
Solar Wind Class Freighter
 
Prerequisites
Tech Level 4
Cost 325 MC
Duranium 30
Tritanium 25
Molybdenum 60
Personnel
Crew Size 450
Guests 1,000
Cargo
Max. Cargo 1,000
Max. Fuel 100
Max. Ord 50,000
Max. Repair 20,000
Cargo (Extended)
Pod Bays 2
Fighter Bays -
Tractor Beam -
Ship Parts
Large Weapons -
Small Weapons 3
Super Weapon -
Point Defense 3
Generators -
Armor Limit 100
Shield Limit 80
Warp Movement
Engines 2 (110LY)
Warp Drag Factor 80
Hyperjump
Class 2
Range 300
Scanning
Scan Range 300
Warp Signature 100
Cloak (Fuel) -
Dry Dock
Size -
Space Combat
Attack Bonus 0
Evasive Bonus 0
Power Bank 350
Damage Modifiers
Hull Mass 115
Parts 100
Control System 100
Engines 100
Hyper Drive 200
Life Support 100
Soft Spot 5

[edit] Overview

[edit] Primary Purpose

This is your long range transport and colonizer. Early in the game Solar Winds should be picking up as many Natives as possible. Inbound cargo should be transported back to central bases or to chunnel points where a Corona Class Orbital Miner can send it back.

[edit] Secondary Purpose

A Solar Wind can be sent to establish a Beachhead to help quickly establish a major shipyard and/or strongpoint within contested or enemy held teritory.

[edit] Special

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

[edit] Ship Devices

  • <none>

[edit] Starheat Coefficient

  • 1.278 (Multiply by starheat for new fuel)
  • NOTE: The Warhop 2020 should become available near the time the Solar Wind hull does. If the Warhop is not yet available, the Keplan 505 allows a full range of travel, though it will require refueling pauses. A starheat of 21 gives enough fuel for a Warhop jump while a starheat of 67 is needed to refuel from the Keplan jump. A starheat of 79 will fill the tank.

[edit] Useful Configurations

[edit] Dirt Cheap

Large Weapons Small Weapons Point Defense Engines Hyper Drive Generators Shield Armor
- 3 Pulsed Laser 3 35mm Vulcan 2 Lasno-2 Ion Drive Microfold 200 - Fleece-S 30 -
Possibly consider going entirely weaponless with a Lazar Drive.


[edit] Beachhead

Large Weapons Small Weapons Point Defense Engines Hyper Drive Generators Shield Armor
 ?  ?  ?  ?  ?  ?  ?  ?
Cargo: 1 Colonist; 2,100 MC, 1 Supply, 150 D, 100 T, 250 M. Either take an outfit pod with 8 crappy engines or the extra money and supplies needed to build an engine plant.
  1. Arrive and Unload
  2. Build Military Spaceport
  3. Build Corona Class Orbital Miner and Chunnel in Base


[edit] Well Armed

Large Weapons Small Weapons Point Defense Engines Hyper Drive Generators Shield Armor
- 3 Positron 3 Turbo Laser 2 FTL-4 Warp Drive -Warhop 2020 - Crane X80 100


[edit] Fully Outfitted

Large Weapons Small Weapons Point Defense Engines Hyper Drive Generators Shield Armor
- 3 Tachyon Gun 3 Turbo Laser 2 Transwarp Drive Warhop 2020 - Crane X80 100


[edit] See also

  • [1] Official Ship Stats
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