Super Nova Man-of-war

From PlanetsWiki

Jump to: navigation, search
Super Nova Man-of-war
Super Nova Man-of-war
 
Prerequisites
Tech Level 10
Cost 4,200 MC
Duranium 1,000
Tritanium 1,000
Molybdenum 1,500
Personnel
Crew Size 1,200
Guests 7,800
Cargo
Max. Cargo 7,500
Max. Fuel 5,000
Max. Ord 9,000
Max. Repair 4,000
Cargo (Extended)
Pod Bays 20
Fighter Bays 12 * 20
Tractor Beam 9,000
Ship Parts
Large Weapons 20 (2000kt)
Small Weapons 30
Super Weapon PMC
Point Defense 10
Generators 5
Armor Limit 3,500
Shield Limit 3,000
Warp Movement
Engines 20 (190LY)
Warp Drag Factor 160
Hyperjump
Class -
Range -
Scanning
Scan Range 310
Warp Signature 190
Cloak (Fuel) -
Dry Dock
Size 5,000
Space Combat
Attack Bonus 0
Evasive Bonus 0
Power Bank 2,300
Damage Modifiers
Hull Mass 3,500
Parts 60
Control System 100
Engines 100
Hyper Drive 100
Life Support 40
Soft Spot 1

[edit] Overview

The Super Nova Man-of-war is really the Feds' best way to show off.
If you want to fight, you could consider building Missouri Class Battleships or Nova Class Dreadnoughts instead, being a bit more cost-effective. But the Super Nova Man-of-war can give you even more:

  • a Dry Dock allowing it to build hulls up to 5000kt (that means all ships of the Feds including itself)
  • a Tractor Beam with a power of 9000
  • with its high mass (3500), 3000 Shield (optional) and 3500 Armor (deluxe version) it can really soak up some damage
  • max. 20 large weapons (each up to 2000kt)
  • a Protomatter Cannon super weapon (optional)

So buy it today! ;)

But...

  • Do not forget that this ship eat fuel, fuel and more fuel. Without fuel exotic techs, this ship cannot move too much time at warp 190.
  • In long combat this ship have problems caused by Scotty Bonus. Sometimes enemy hits your hull one time, another time, and another more time in a long combat and the hull is repaired by the HG. The problem is that some crew die each time that weapons hits the hull so it can cause that the ship could be captured. Do not ever send this ship alone, send it with more ships that could capture it again if this happpend. Ever send one asault pod with more crew.
  • The Scotty Bonus has other side effect on this ship. You can fly (If you plan your turn) at warp 190 through minefields. The trick is that you must have lots of combats on the waypoint. Tipically you can set a Zig-Zab course bombarding bases in your way. Each time the ship hits a mine gets hull damage but each time that the ship gets a combat, the hull damage is repaired in the middle of the combat. The ship have big hullmass so it is not killed by a pair of minehits. The effect is that the hull damage is increased each time that you hit a mine but reduced to 0 each time you have one VCR. With good planning and near targets, you can fly into enemy area without much risk on minefields.

[edit] Ship Devices

[edit] Super Weapon

[edit] Useful Configurations

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


[edit] See also

  • [1] Official Stats
Personal tools