Taurus Class Scout

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Taurus Class Scout
Taurus Class Scout
 
Prerequisites
Tech Level 1
Cost 1,300 MC
Duranium 60
Tritanium 20
Molybdenum 0
Personnel
Crew Size 123
Guests 500
Cargo
Max. Cargo 200
Max. Fuel 900
Max. Ord 2,000
Max. Repair 800
Cargo (Extended)
Pod Bays 2
Fighter Bays -
Tractor Beam -
Ship Parts
Large Weapons 2 (150kt)
Small Weapons 6
Super Weapon -
Point Defense 2
Generators 1
Armor Limit 950
Shield Limit 210
Warp Movement
Engines 1 (110LY)
Warp Drag Factor 50
Hyperjump
Class -
Range -
Scanning
Scan Range 280
Warp Signature 120
Cloak (Fuel) -
Dry Dock
Size -
Space Combat
Attack Bonus 20
Evasive Bonus 0
Power Bank 800
Damage Modifiers
Hull Mass 80
Parts 60
Control System 220
Engines 150
Hyper Drive 100
Life Support 125
Soft Spot 1

[edit] Overview

An able scout and cargo ship, the Taurus is one of your fastest ships (max hull speed 110) and sports two POD bays. If you like it can carry a pair of large weapons along with six small weapons (only two PD slots however). Use your Taurus to setup mining colonies, farming colonies (if you set them up at all, I use the Aquila Class rather than farms) and bring natives back to your home world. Later you may find it more convenient to build POD launchers and the exotic POD speed techs, removing the need for you to manage your shipments (just set the destination as the boost target and the POD will fly at 80LY a turn after you buy the exotic techs).

The only other ship you have with POD bays and a max speed of 110 is the Pisces and at 1,800 credits and 850 total metal it costs considerably more than the Taurus (at only 400 credits and 80 total metal).

Actually, the Taurus is a halfway decent swarming ship. Put a sandcaster and a fusion cannon or PPC on it, and it is more cost effective than even the Pisces or Virgo. Just remember to build it without armor. Set it on repair armor instead and dock a pod with 5k repair units.

[edit] Ship Devices

  • <none>

[edit] Useful Configurations

If your using your Taurus only for transport the bare bones build will work fine, although you may consider armor and shields. If you want to launch a relatively cheap raiding ship to attack mining colonies, farming colonies or 1-man bases, look at the second build (small base raider).

    Bare Bones   Small Base Raider
Large Weapons   < None >   (2) Blaster Cannon
Small Weapons   < None >   (6) Pulsed Laser
Point Defense   < None >   (2) Auto Blaster
Engines   (1) FTL-4 Warp Drive   (1) Transwarp Drive
Generators   < None >   < None >
Shield   < None >   Corber 210
Armor   < None >   950
Cost   700 credits   2,680 credits
    67 Duranium   79 Duranium
    25 Tritanium   29 Tritanium
    17 Molybdenum   132 Molybdenum
§Sustained Fire   ( No Weapons)   100,000

§Ticks that the ship can fire with a full ord. load, calculated using Diplomat

[edit] See Also

  • [1] Official Ship Stats
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