Super Transport Ship

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Super Transport Ship
Super Transport Ship
 
Prerequisites
Tech Level 10
Cost 220 MC
Duranium 40
Tritanium 60
Molybdenum 60
Personnel
Crew Size 202
Guests 400,000
Cargo
Max. Cargo 6,000
Max. Fuel 1,200
Max. Ord 3,500
Max. Repair 4,000
Cargo (Extended)
Pod Bays 8
Fighter Bays -
Tractor Beam 700
Ship Parts
Large Weapons -
Small Weapons -
Super Weapon -
Point Defense -
Generators -
Armor Limit 20
Shield Limit 3,000
Warp Movement
Engines 4 (90LY)
Warp Drag Factor 60
Hyperjump
Class -
Range -
Scanning
Scan Range 100
Warp Signature 100
Cloak (Fuel) -
Dry Dock
Size -
Space Combat
Attack Bonus 0
Evasive Bonus 0
Power Bank 300
Damage Modifiers
Hull Mass 160
Parts 100
Control System 100
Engines 100
Hyper Drive 100
Life Support 100
Soft Spot 5

[edit] Overview

  • Although it holds a lot of cargo, most players probably won't use this ship for that purpose. Its main advantage are its huge guest quarters. You can cram this ship with 400,000 troops or colonists, and it also has a good enough shield to protect them for a little while in combat.
  • It might be useful for boarding ships (if they're already damaged, or you're playing The Solar Federation or The Stormer Kingdom) and ground assaults.
  • Or, if you fill it with colonists, they'll produce some ship income, a little more than you would get from taxes (but they don't grow!)

[edit] Ship Devices

  • <none>

[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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