Watchman Class Scout

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Watchman Class Scout
Watchman Class Scout
 
Prerequisites
Tech Level 1
Cost 100 MC
Duranium 10
Tritanium 15
Molybdenum 25
Personnel
Crew Size 50
Guests 10
Cargo
Max. Cargo 10
Max. Fuel 200
Max. Ord 700
Max. Repair 100
Cargo (Extended)
Pod Bays 1
Fighter Bays -
Tractor Beam -
Ship Parts
Large Weapons -
Small Weapons -
Super Weapon -
Point Defense -
Generators -
Armor Limit 50
Shield Limit 80
Warp Movement
Engines 1 (115LY)
Warp Drag Factor 90
Hyperjump
Class -
Range -
Scanning
Scan Range 200
Warp Signature 40
Cloak (Fuel) YES (5)
Dry Dock
Size -
Space Combat
Attack Bonus 0
Evasive Bonus 30
Power Bank 100
Damage Modifiers
Hull Mass 50
Parts 200
Control System 150
Engines 175
Hyper Drive 110
Life Support 120
Soft Spot 10

[edit] Overview

  • A small scout with medium speed an no weapons at all. This ship can be used for reconnaissance or for pod-transports.
  • Use the Probe Launcher - it will give you vital information about planets, natives and enemy bases.
  • Furthermore, a fully cloaked ship with a pod bay is great for dropping assault pods on enemy planets. This is the one exception to the No-Ground-Combat rule for the UA - if you invade a base that has only colonists, you may actually win.

[edit] Ship Devices

[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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