Swift Class Scout

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Swift Class Scout
Swift Class Scout
 
Prerequisites
Tech Level 1
Cost 170 MC
Duranium 20
Tritanium 17
Molybdenum 8
Personnel
Crew Size 126
Guests 200
Cargo
Max. Cargo -
Max. Fuel 170
Max. Ord 100
Max. Repair 50
Cargo (Extended)
Pod Bays -
Fighter Bays -
Tractor Beam -
Ship Parts
Large Weapons -
Small Weapons 2
Super Weapon -
Point Defense 1
Generators -
Armor Limit 40
Shield Limit 80
Warp Movement
Engines 1 (120LY)
Warp Drag Factor 40
Hyperjump
Class -
Range -
Scanning
Scan Range 60
Warp Signature 50
Cloak (Fuel) YES (2)
Dry Dock
Size -
Space Combat
Attack Bonus 10
Evasive Bonus 60
Power Bank 100
Damage Modifiers
Hull Mass 45
Parts 90
Control System 110
Engines 190
Hyper Drive 100
Live Support 110
Soft Spot 0

[edit] Overview

Limited usefulness. Can be used to move money around.

  • Use the Tachnor Sensor Array A, B, and eventually C exotic techs to multiply the scan range and make this ship a real scout and on of the best scanning ship on the Birds deposal
  • Use it's cloaking device to sneak close to an enemy shipyard, then kamikazee the enemy base to ensure you have a full scan the turn before a major assault.

[edit] Ship Devices

[edit] Useful Configurations

[edit] Scout

Large Weapons Small Weapons Point Defense Engines Hyper Drive Generators Shield Armor
- - - 1 FTL-5 - - Fleece-S 30 -
The shield will prevent boarding and maybe protect the scout a bit if backed up with exotic techs.


[edit] See also

  • [1] Offical ship stats
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